add starry sky box with shader
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parent
f95a69c095
commit
6d12033e23
11
assets/shaders/skybox.wgsl
Normal file
11
assets/shaders/skybox.wgsl
Normal file
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@ -0,0 +1,11 @@
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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 pos: vec2<f32> = 10 * floor(3500 * in.uv);
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let brightness: vec3<f32> = vec3(max((fract(dot(sin(pos),pos)) - 0.995) * 90.0, 0.0));
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return vec4<f32>(0.01 * brightness, 1.0);
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}
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@ -6,10 +6,12 @@ pub struct ShadingPlugin;
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impl Plugin for ShadingPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(MaterialPlugin::<JupitersRing>::default());
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app.add_plugins(MaterialPlugin::<SkyBox>::default());
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app.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, AsteroidSurface, >>::default());
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}
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}
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// Jupiter's Ring
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct JupitersRing {
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pub alpha_mode: AlphaMode,
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@ -28,7 +30,16 @@ impl Material for JupitersRing {
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}
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}
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// Sky Box
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct SkyBox {}
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impl Material for SkyBox {
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fn fragment_shader() -> ShaderRef {
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"shaders/skybox.wgsl".into()
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}
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}
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// Asteroid Surface
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#[derive(Asset, Reflect, AsBindGroup, Debug, Clone)]
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pub struct AsteroidSurface {
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#[uniform(100)]
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27
src/world.rs
27
src/world.rs
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@ -2,6 +2,7 @@ use crate::{actor, audio, hud, nature, shading, var};
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use bevy::prelude::*;
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use bevy::math::{DVec3, I64Vec3};
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use bevy::scene::{InstanceId, SceneInstance};
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use bevy::render::mesh::Indices;
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use bevy_xpbd_3d::prelude::*;
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use bevy_xpbd_3d::plugins::sync;
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use std::collections::HashMap;
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@ -102,7 +103,8 @@ pub fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials_custom: ResMut<Assets<shading::JupitersRing>>,
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mut materials_jupiter: ResMut<Assets<shading::JupitersRing>>,
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mut materials_skybox: ResMut<Assets<shading::SkyBox>>,
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asset_server: Res<AssetServer>,
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) {
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// Load assets
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@ -179,13 +181,34 @@ pub fn setup(
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}
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info!("Generated {starcount} stars");
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// Add shaded skybox
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//let mut mesh = Mesh::from(Sphere::new(1e9).mesh().uv(50, 50));
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let mut mesh = Mesh::from(Sphere::new(1e10).mesh().uv(5, 5));
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//let mut mesh = Mesh::from(Cuboid::from_size(Vec3::splat(2e10)));
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if let Some(Indices::U32(indices)) = mesh.indices_mut() {
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// Reverse the order of each triangle to avoid backface culling
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for slice in indices.chunks_mut(3) {
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slice.reverse();
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}
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}
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commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(mesh),
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material: materials_skybox.add(shading::SkyBox {}),
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
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..default()
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},
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Position::from_xyz(0.0, 0.0, 0.0),
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Rotation::from(Quat::IDENTITY),
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));
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// Add shaded ring
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let ring_radius = 229_000_000.0;
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let jupiter_radius = 71_492_000.0;
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commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(Cylinder::new(ring_radius, 1.0))),
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material: materials_custom.add(shading::JupitersRing {
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material: materials_jupiter.add(shading::JupitersRing {
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alpha_mode: AlphaMode::Blend,
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ring_radius: ring_radius,
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jupiter_radius: jupiter_radius,
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