use bevy::prelude::*;
use bevy_spark::{SparkPlugin, SplatCloud, SplatCoordinateConvention, Splats};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "bevy_spark depth integration".into(),
resolution: (1280u32, 720u32).into(),
..default()
}),
..default()
}))
.add_plugins(SparkPlugin)
.insert_resource(ClearColor(Color::srgb(0.025, 0.03, 0.035)))
.insert_resource(GlobalAmbientLight {
brightness: 250.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, animate_glass)
.run();
}
#[derive(Component)]
struct GlassQuad;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let splats: Handle<Splats> = asset_server.load("butterfly.spz");
commands.spawn((
SplatCloud { handle: splats },
SplatCoordinateConvention::YDown,
Transform::from_xyz(0.0, 0.55, -2.7).with_scale(Vec3::splat(1.7)),
Name::new("SplatCloud butterfly"),
));
commands.spawn((
Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(7.0)))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.16, 0.18, 0.2),
perceptual_roughness: 0.85,
..default()
})),
Transform::from_xyz(0.0, -0.65, -2.7),
Name::new("Opaque Mesh3d floor"),
));
commands.spawn((
Mesh3d(meshes.add(Rectangle::new(2.8, 2.1))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgba(0.2, 0.7, 1.0, 0.32),
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
})),
Transform::from_xyz(0.0, 0.35, -2.15),
GlassQuad,
Name::new("Transparent Mesh3d glass quad"),
));
commands.spawn((
DirectionalLight {
illuminance: 5_000.0,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::XYZ, -1.0, -0.6, 0.0)),
));
commands.spawn((
Camera3d::default(),
Msaa::Off,
Transform::from_xyz(0.0, 0.65, 1.65).looking_at(Vec3::new(0.0, 0.25, -2.7), Vec3::Y),
));
}
fn animate_glass(time: Res<Time>, mut query: Query<&mut Transform, With<GlassQuad>>) {
for mut transform in &mut query {
let yaw = (time.elapsed_secs() * 0.35).sin() * 0.18;
transform.rotation = Quat::from_rotation_y(yaw);
}
}