use crate::camera; use bevy::prelude::*; use bevy::core_pipeline::Skybox; use bevy::asset::LoadState; use bevy::render::render_resource::{TextureViewDescriptor, TextureViewDimension}; use bevy::pbr::CascadeShadowConfigBuilder; use std::f32::consts::PI; #[derive(Resource)] pub struct Cubemap { is_loaded: bool, image_handle: Handle, } const CUBEMAP_PATH: &str = "textures/stars_cubemap.png"; pub fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut ambient_light: ResMut, asset_server: Res, ) { // Add skybox let skybox_handle = asset_server.load(CUBEMAP_PATH); commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, camera::CameraController::default(), Skybox { image: skybox_handle.clone(), brightness: 150.0, }, )); commands.insert_resource(Cubemap { is_loaded: false, image_handle: skybox_handle, }); // Add spheres let sphere_radius = 50.0; let sphere_handle = meshes.add(Sphere::new(sphere_radius)); let white_handle = materials.add(StandardMaterial { base_color: Color::GRAY, perceptual_roughness: 1.0, ..default() }); commands.spawn(PbrBundle { mesh: sphere_handle.clone(), material: white_handle.clone(), transform: Transform::from_xyz( 0.0, 0.0, -2000.0, ), ..default() }); // Space is DARK ambient_light.brightness = 0.0; // Add Light commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: 1000.0, shadows_enabled: false, ..default() }, transform: Transform::from_rotation(Quat::from_euler( EulerRot::ZYX, 0.0, PI / 1.0, -PI / 5.0, )), cascade_shadow_config: CascadeShadowConfigBuilder { first_cascade_far_bound: 7.0, maximum_distance: 25.0, ..default() } .into(), ..default() }); } pub fn load_cubemap_asset( mut cubemap: ResMut, asset_server: Res, ) { cubemap.image_handle = asset_server.load(CUBEMAP_PATH); cubemap.is_loaded = false; } pub fn asset_loaded( asset_server: Res, mut images: ResMut>, mut cubemap: ResMut, mut skyboxes: Query<&mut Skybox>, ) { if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle) == LoadState::Loaded { let image = images.get_mut(&cubemap.image_handle).unwrap(); if image.texture_descriptor.array_layer_count() == 1 { image.reinterpret_stacked_2d_as_array(image.height() / image.width()); image.texture_view_descriptor = Some(TextureViewDescriptor { dimension: Some(TextureViewDimension::Cube), ..default() }); } for mut skybox in &mut skyboxes { skybox.image = cubemap.image_handle.clone(); } cubemap.is_loaded = true; } }