feat(bevy_gltf_components): Improve global illumination to match Blender ambient lighting better(#174)

* Improves global illumination/ ambient by switching to an env map
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Jan Hohenheim 2024-03-25 11:32:04 +01:00 committed by GitHub
parent bb4b07b7af
commit 6c34ab8bd6
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@ -1,5 +1,10 @@
use bevy::pbr::DirectionalLightShadowMap;
use bevy::prelude::*;
use bevy::render::render_asset::RenderAssetUsages;
use bevy::render::render_resource::{
Extent3d, TextureDimension, TextureFormat, TextureViewDescriptor, TextureViewDimension,
};
use std::iter;
use crate::GltfComponentsSet;
@ -84,14 +89,66 @@ fn process_shadowmap(
}
fn process_background_shader(
background_shaders: Query<&BlenderBackgroundShader, Added<BlenderBackgroundShader>>,
background_shaders: Query<Ref<BlenderBackgroundShader>>,
cameras: Query<(Entity, Ref<Camera3d>)>,
mut images: ResMut<Assets<Image>>,
mut commands: Commands,
mut env_map_handle: Local<Option<Handle<Image>>>,
) {
for background_shader in background_shaders.iter() {
commands.insert_resource(AmbientLight {
color: background_shader.color,
// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
brightness: background_shader.strength * 400.0,
let Ok(background_shader) = background_shaders.get_single() else {
return;
};
let env_map_handle = env_map_handle.get_or_insert_with(|| {
let size = Extent3d {
width: 1,
height: 6,
depth_or_array_layers: 1,
};
let dimension = TextureDimension::D2;
const SIDES_PER_CUBE: usize = 6;
let data: Vec<_> = iter::repeat(background_shader.color.as_rgba_u8())
.take(SIDES_PER_CUBE)
.flatten()
.collect();
let format = TextureFormat::Rgba8UnormSrgb;
let asset_usage = RenderAssetUsages::RENDER_WORLD;
let mut image = Image::new(size, dimension, data, format, asset_usage);
// Source: https://github.com/bevyengine/bevy/blob/85b488b73d6f6e75690962fba67a144d9beb6b88/examples/3d/skybox.rs#L152-L160
image.reinterpret_stacked_2d_as_array(image.height() / image.width());
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
images.add(image)
});
// Don't need the handle to be &mut
let env_map_handle = &*env_map_handle;
if background_shader.is_added() {
// We're using an environment map, so we don't need the ambient light
commands.remove_resource::<AmbientLight>();
}
let is_bg_outdated = background_shader.is_changed();
if is_bg_outdated {
let color = background_shader.color * background_shader.strength;
commands.insert_resource(ClearColor(color));
}
let camera_entities = cameras
.iter()
.filter_map(|(entity, cam)| (is_bg_outdated || cam.is_changed()).then_some(entity));
for camera_entity in camera_entities {
// See https://github.com/KhronosGroup/glTF-Blender-IO/blob/8573cc0dfb612091bfc1bcf6df55c18a44b9668a/addons/io_scene_gltf2/blender/com/gltf2_blender_conversion.py#L19
const PBR_WATTS_TO_LUMENS: f32 = 683.0;
commands.entity(camera_entity).insert(EnvironmentMapLight {
diffuse_map: env_map_handle.clone(),
specular_map: env_map_handle.clone(),
intensity: background_shader.strength * PBR_WATTS_TO_LUMENS,
});
}
}