first attempt at jovian ring with shader
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33
assets/shaders/jupiters_rings.wgsl
Normal file
33
assets/shaders/jupiters_rings.wgsl
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@ -0,0 +1,33 @@
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#import bevy_pbr::{
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mesh_view_bindings::globals,
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forward_io::VertexOutput,
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}
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@group(2) @binding(0) var<uniform> ring_radius: f32;
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@group(2) @binding(1) var<uniform> jupiter_radius: f32;
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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let jupiter_percent = jupiter_radius / ring_radius;
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let color = vec3<f32>(0.3, 0.3, 0.3);
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var alpha = 0.01;
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let r = distance(in.uv, vec2<f32>(0.5));
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alpha *= (sin(11*r / 0.71 * 3.1415) + 1) / 2;
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alpha *= (cos(r / 0.72 * 3.1415) + 1) / 2;
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if in.uv[0] < 0.5 {
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let dist = (0.5 - in.uv[0]) * 2.0; // 0.0=jupiter's center, 1.0=edge of the ring
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let side_dist = abs(in.uv[1] - 0.5);
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let cutoff = 0.5 * jupiter_percent * cos(dist);
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if side_dist < cutoff {
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return vec4<f32>(color, 0.0);
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}
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let fuzzy_boundary = 0.01;
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if side_dist < cutoff + fuzzy_boundary {
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return vec4<f32>(color, alpha * (side_dist - cutoff) / fuzzy_boundary);
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}
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}
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return vec4<f32>(color, alpha);
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}
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@ -1,22 +0,0 @@
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#import bevy_pbr::{
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mesh_view_bindings::globals,
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forward_io::VertexOutput,
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}
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@fragment
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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let speed = 3.0;
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let t_1 = sin(globals.time * speed) * 0.5 + 0.5;
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let t_2 = cos(globals.time * speed);
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let distance_to_center = distance(in.uv, vec2<f32>(0.5)) * 1.4;
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let red = vec3<f32>(0.627955, 0.224863, 0.125846);
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let green = vec3<f32>(0.86644, -0.233887, 0.179498);
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let blue = vec3<f32>(0.701674, 0.274566, -0.169156);
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let white = vec3<f32>(1.0, 0.0, 0.0);
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let pos = vec3<f32>(in.position[0], in.position[1], in.position[2]);
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let mixed = mix(pos, mix(green, white, t_2), distance_to_center);
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return vec4<f32>(mixed, 1.0);
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}
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76
src/world.rs
76
src/world.rs
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@ -40,18 +40,27 @@ impl Plugin for WorldPlugin {
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//app.add_systems(Update, asset_loaded.after(load_cubemap_asset));
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//app.add_systems(Update, asset_loaded.after(load_cubemap_asset));
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//app.add_systems(Update, swap_world_on_ar_toggle);
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//app.add_systems(Update, swap_world_on_ar_toggle);
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app.add_plugins(PhysicsPlugins::default());
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app.add_plugins(PhysicsPlugins::default());
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app.add_plugins(MaterialPlugin::<CustomMaterial>::default());
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app.add_plugins(MaterialPlugin::<RingMaterial>::default());
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//app.add_plugins(PhysicsDebugPlugin::default());
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//app.add_plugins(PhysicsDebugPlugin::default());
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app.insert_resource(Gravity(Vec3::splat(0.0)));
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app.insert_resource(Gravity(Vec3::splat(0.0)));
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}
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}
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}
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct CustomMaterial {}
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pub struct RingMaterial {
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alpha_mode: AlphaMode,
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#[uniform(0)]
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ring_radius: f32,
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#[uniform(1)]
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jupiter_radius: f32,
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}
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impl Material for CustomMaterial {
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impl Material for RingMaterial {
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fn fragment_shader() -> ShaderRef {
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fn fragment_shader() -> ShaderRef {
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"shaders/testshader.wgsl".into()
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"shaders/jupiters_rings.wgsl".into()
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}
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fn alpha_mode(&self) -> AlphaMode {
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self.alpha_mode
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}
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}
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}
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}
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@ -79,7 +88,7 @@ pub fn setup(
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mut commands: Commands,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials_custom: ResMut<Assets<CustomMaterial>>,
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mut materials_custom: ResMut<Assets<RingMaterial>>,
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asset_server: Res<AssetServer>,
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asset_server: Res<AssetServer>,
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) {
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) {
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// let cubemap_handle = asset_server.load(ASSET_CUBEMAP);
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// let cubemap_handle = asset_server.load(ASSET_CUBEMAP);
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@ -175,26 +184,43 @@ pub fn setup(
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info!("Generated {starcount} stars");
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info!("Generated {starcount} stars");
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// Add shaded ring
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// Add shaded ring
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let max = 20;
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let ring_radius = 900000.0;
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for i in 0..max {
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let jupiter_radius = 200000.0;
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let f = i as f32;
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commands.spawn(MaterialMeshBundle {
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let maxf = max as f32;
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mesh: meshes.add(Mesh::from(Cylinder::new(ring_radius, 1.0))),
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let ringmesh = Mesh::from(Cylinder::new(400000.0 + f * 10000.0, 5000.0 - 150.0 * f));
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transform: Transform::from_xyz(300000.0, -4000.0, 500000.0)
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let clr = 0.4 + (f/maxf).clamp(0.0,0.6);
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.with_rotation(Quat::from_rotation_z(PI*0.05))
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commands.spawn(MaterialMeshBundle {
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,
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mesh: meshes.add(ringmesh),
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//transform: Transform::from_xyz(300000.0, 0.0, 500000.0)),
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transform: Transform::from_xyz(300000.0, 0.0, 500000.0),
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material: materials_custom.add(RingMaterial {
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//material: materials_custom.add(CustomMaterial {}),
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alpha_mode: AlphaMode::Blend,
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material: materials.add(StandardMaterial {
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ring_radius: ring_radius,
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base_color: Color::rgba(clr, clr, clr, 0.0001),
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jupiter_radius: jupiter_radius,
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unlit: true,
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}),
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cull_mode: None,
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..default()
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alpha_mode: AlphaMode::Blend,
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});
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..default()
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//let max = 20;
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}),
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//for i in 0..max {
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..default()
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// let f = i as f32;
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});
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// let maxf = max as f32;
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}
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// let ringmesh = Mesh::from(Cylinder::new(400000.0 + f * 10000.0, 5000.0 - 150.0 * f));
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// let clr = 0.4 + (f/maxf).clamp(0.0,0.6);
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// commands.spawn(MaterialMeshBundle {
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// mesh: meshes.add(ringmesh),
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// transform: Transform::from_xyz(300000.0, 0.0, 500000.0),
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// material: materials_custom.add(RingMaterial {
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// alpha_mode: AlphaMode::Blend,
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// }),
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// material: materials.add(StandardMaterial {
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// base_color: Color::rgba(clr, clr, clr, 0.0001),
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// unlit: true,
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// cull_mode: None,
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// alpha_mode: AlphaMode::Blend,
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// ..default()
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// }),
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// ..default()
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// });
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//}
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// Add Light from the Sun
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// Add Light from the Sun
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commands.spawn(DirectionalLightBundle {
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commands.spawn(DirectionalLightBundle {
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