AR now adds AI-generated fake ambient light to the darkness of space
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3cf3d05b7b
commit
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15
src/hud.rs
15
src/hud.rs
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@ -10,6 +10,8 @@ pub const FONT: &str = "external/NotoSansSC-Thin.ttf";
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pub const LOG_MAX: usize = 20;
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pub const LOG_MAX_TIME_S: u64 = 20;
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pub const CHOICE_NONE: &str = "";
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pub const AMBIENT_LIGHT: f32 = 0.0; // Space is DARK
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pub const AMBIENT_LIGHT_AR: f32 = 20.0;
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pub struct HudPlugin;
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impl Plugin for HudPlugin {
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@ -106,6 +108,7 @@ fn setup(
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settings: Res<settings::Settings>,
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asset_server: Res<AssetServer>,
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mut log: ResMut<Log>,
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mut ambient_light: ResMut<AmbientLight>,
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) {
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log.info("Customer wake-up registered.".to_string());
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log.info("Systems reactivated.".to_string());
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@ -299,6 +302,13 @@ fn setup(
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ChatText,
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));
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});
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// AR-related things
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ambient_light.brightness = if settings.hud_active {
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AMBIENT_LIGHT_AR
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} else {
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AMBIENT_LIGHT
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};
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}
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fn update(
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@ -342,7 +352,7 @@ fn update(
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let mut choices: Vec<String> = Vec::new();
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let mut count = 1;
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for choice in &q_choices {
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choices.push(format!("[{}. @{}: {}]",
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choices.push(format!("[{}] @{}: {}",
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count, choice.recipient, choice.text));
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count += 1;
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}
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@ -377,6 +387,7 @@ fn handle_input(
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mut evwriter_sfx: EventWriter<audio::PlaySfxEvent>,
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mut evwriter_togglemusic: EventWriter<audio::ToggleMusicEvent>,
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q_choices: Query<&ChoiceAvailable>,
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mut ambient_light: ResMut<AmbientLight>,
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) {
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if keyboard_input.just_pressed(settings.key_togglehud) {
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if let Ok(mut vis) = query.get_single_mut() {
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@ -384,10 +395,12 @@ fn handle_input(
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if *vis == Visibility::Inherited {
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*vis = Visibility::Hidden;
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settings.hud_active = false;
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ambient_light.brightness = AMBIENT_LIGHT;
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bloomsettings.composite_mode = BloomCompositeMode::EnergyConserving;
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} else {
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*vis = Visibility::Inherited;
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settings.hud_active = true;
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ambient_light.brightness = AMBIENT_LIGHT_AR;
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bloomsettings.composite_mode = BloomCompositeMode::EnergyConserving;
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//bloomsettings.composite_mode = BloomCompositeMode::Additive;
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}
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@ -61,8 +61,6 @@ 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 ambient_light: ResMut<AmbientLight>,
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// settings: Res<settings::Settings>,
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asset_server: Res<AssetServer>,
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) {
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// let cubemap_handle = asset_server.load(ASSET_CUBEMAP);
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@ -293,9 +291,6 @@ pub fn setup(
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},
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));
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// Space is DARK
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ambient_light.brightness = 0.0;
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// Add Light from the Sun
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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