Compare commits

...

5 Commits

Author SHA1 Message Date
Mark Moissette
dfe6096831
Merge c44d82e7dc into 6c34ab8bd6 2024-03-30 01:42:55 +00:00
Jan Hohenheim
6c34ab8bd6
feat(bevy_gltf_components): Improve global illumination to match Blender ambient lighting better(#174)
* Improves global illumination/ ambient by switching to an env map
2024-03-25 11:32:04 +01:00
Mark Moissette
bb4b07b7af
docs(bevy_gltf_blueprints): fixed missing link, minor cleanups (#172)
* the rest of fixes & cleanups was already done in a previous commit, closes #165
2024-03-21 23:07:57 +01:00
Mark Moissette
f438116ece
chore(bevy_gltf_blueprints): version bump (#171) 2024-03-21 22:16:44 +01:00
Jan Hohenheim
ada54450a5
fix(bevy_gltf_blueprints): fix occasional crash (#168)
* Fixes #156
* Fix post processing not affecting visibility of entities
2024-03-21 21:31:35 +01:00
4 changed files with 81 additions and 19 deletions

View File

@ -1,6 +1,6 @@
[package]
name = "bevy_gltf_blueprints"
version = "0.10.0"
version = "0.10.2"
authors = ["Mark 'kaosat-dev' Moissette"]
description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"

View File

@ -224,7 +224,7 @@ Typically , the order of systems should be
***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***bevy_gltf_blueprints (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic for how to set it up correctly
see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic) for how to set it up correctly
@ -278,9 +278,9 @@ pub fn animation_change_on_proximity_foxes(
}
```
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation for how to set it up correctly
see [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation) for how to set it up correctly
particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/game/in_game.rs
particularly from [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/src/game/in_game.rs)
## Materials
@ -301,7 +301,7 @@ material_library_folder: "materials".into() //defaults to "materials" the folder
```bevy_gltf_blueprints``` currently does NOT take care of loading those at runtime
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials for how to set it up correctly
see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials) for how to set it up correctly
Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
@ -326,15 +326,15 @@ As it create custom properties that are writen in real **ron** file format inste
## Examples
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic
* [basic](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics
* [xbpd](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation
* [animation](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials
* [materials](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles
* [multiple_levels_multiple_blendfiles](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles)
## Compatible Bevy versions

View File

@ -19,7 +19,11 @@ pub use copy_components::*;
use core::fmt;
use std::path::PathBuf;
use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
use bevy::{
prelude::*,
render::{primitives::Aabb, view::VisibilitySystems},
utils::HashMap,
};
use bevy_gltf_components::{ComponentsFromGltfPlugin, GltfComponentsSet};
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
@ -174,10 +178,11 @@ impl Plugin for BlueprintsPlugin {
.in_set(GltfBlueprintsSet::Spawn),
)
.add_systems(
Update,
PostUpdate,
(spawned_blueprint_post_process, apply_deferred)
.chain()
.in_set(GltfBlueprintsSet::AfterSpawn),
.in_set(GltfBlueprintsSet::AfterSpawn)
.before(VisibilitySystems::CheckVisibility),
);
}
}

View File

@ -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,
});
}
}