add starry sky box with shader

This commit is contained in:
yuni 2024-04-17 04:02:40 +02:00
parent f95a69c095
commit 6d12033e23
3 changed files with 47 additions and 2 deletions

View file

@ -0,0 +1,11 @@
#import bevy_pbr::{
mesh_view_bindings::globals,
forward_io::VertexOutput,
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let pos: vec2<f32> = 10 * floor(3500 * in.uv);
let brightness: vec3<f32> = vec3(max((fract(dot(sin(pos),pos)) - 0.995) * 90.0, 0.0));
return vec4<f32>(0.01 * brightness, 1.0);
}

View file

@ -6,10 +6,12 @@ pub struct ShadingPlugin;
impl Plugin for ShadingPlugin { impl Plugin for ShadingPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_plugins(MaterialPlugin::<JupitersRing>::default()); app.add_plugins(MaterialPlugin::<JupitersRing>::default());
app.add_plugins(MaterialPlugin::<SkyBox>::default());
app.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, AsteroidSurface, >>::default()); app.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, AsteroidSurface, >>::default());
} }
} }
// Jupiter's Ring
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)] #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct JupitersRing { pub struct JupitersRing {
pub alpha_mode: AlphaMode, pub alpha_mode: AlphaMode,
@ -28,7 +30,16 @@ impl Material for JupitersRing {
} }
} }
// Sky Box
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct SkyBox {}
impl Material for SkyBox {
fn fragment_shader() -> ShaderRef {
"shaders/skybox.wgsl".into()
}
}
// Asteroid Surface
#[derive(Asset, Reflect, AsBindGroup, Debug, Clone)] #[derive(Asset, Reflect, AsBindGroup, Debug, Clone)]
pub struct AsteroidSurface { pub struct AsteroidSurface {
#[uniform(100)] #[uniform(100)]

View file

@ -2,6 +2,7 @@ use crate::{actor, audio, hud, nature, shading, var};
use bevy::prelude::*; use bevy::prelude::*;
use bevy::math::{DVec3, I64Vec3}; use bevy::math::{DVec3, I64Vec3};
use bevy::scene::{InstanceId, SceneInstance}; use bevy::scene::{InstanceId, SceneInstance};
use bevy::render::mesh::Indices;
use bevy_xpbd_3d::prelude::*; use bevy_xpbd_3d::prelude::*;
use bevy_xpbd_3d::plugins::sync; use bevy_xpbd_3d::plugins::sync;
use std::collections::HashMap; use std::collections::HashMap;
@ -102,7 +103,8 @@ pub fn setup(
mut commands: Commands, mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
mut materials_custom: ResMut<Assets<shading::JupitersRing>>, mut materials_jupiter: ResMut<Assets<shading::JupitersRing>>,
mut materials_skybox: ResMut<Assets<shading::SkyBox>>,
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
) { ) {
// Load assets // Load assets
@ -179,13 +181,34 @@ pub fn setup(
} }
info!("Generated {starcount} stars"); info!("Generated {starcount} stars");
// Add shaded skybox
//let mut mesh = Mesh::from(Sphere::new(1e9).mesh().uv(50, 50));
let mut mesh = Mesh::from(Sphere::new(1e10).mesh().uv(5, 5));
//let mut mesh = Mesh::from(Cuboid::from_size(Vec3::splat(2e10)));
if let Some(Indices::U32(indices)) = mesh.indices_mut() {
// Reverse the order of each triangle to avoid backface culling
for slice in indices.chunks_mut(3) {
slice.reverse();
}
}
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(mesh),
material: materials_skybox.add(shading::SkyBox {}),
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
..default()
},
Position::from_xyz(0.0, 0.0, 0.0),
Rotation::from(Quat::IDENTITY),
));
// Add shaded ring // Add shaded ring
let ring_radius = 229_000_000.0; let ring_radius = 229_000_000.0;
let jupiter_radius = 71_492_000.0; let jupiter_radius = 71_492_000.0;
commands.spawn(( commands.spawn((
MaterialMeshBundle { MaterialMeshBundle {
mesh: meshes.add(Mesh::from(Cylinder::new(ring_radius, 1.0))), mesh: meshes.add(Mesh::from(Cylinder::new(ring_radius, 1.0))),
material: materials_custom.add(shading::JupitersRing { material: materials_jupiter.add(shading::JupitersRing {
alpha_mode: AlphaMode::Blend, alpha_mode: AlphaMode::Blend,
ring_radius: ring_radius, ring_radius: ring_radius,
jupiter_radius: jupiter_radius, jupiter_radius: jupiter_radius,