diff --git a/src/main.rs b/src/main.rs index f1ed5b9..b805080 100644 --- a/src/main.rs +++ b/src/main.rs @@ -43,8 +43,11 @@ use bevy::{ }; #[cfg(feature = "render")] use bevy::{ - asset::{AssetServer, Assets}, - core_pipeline::core_2d::{Camera2d, Camera2dBundle}, + asset::{AssetServer, Assets, Handle}, + core_pipeline::{ + core_2d::{Camera2d, Camera2dBundle}, + core_3d::{Camera3d, Camera3dBundle}, + }, ecs::{ change_detection::ResMut, component::Component, @@ -52,10 +55,12 @@ use bevy::{ system::{Commands, Query, Res}, }, hierarchy::BuildChildren, - prelude::Vec2, + pbr::{PbrBundle, PointLight, PointLightBundle, StandardMaterial}, + prelude::{Vec2, Vec3}, render::{ - camera::{Camera, RenderTarget}, + camera::{Camera, OrthographicProjection, RenderTarget}, color::Color, + mesh::{shape::Icosphere, Mesh}, render_resource::{ Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, }, @@ -63,12 +68,12 @@ use bevy::{ }, sprite::{Sprite, SpriteBundle}, text::Text, - transform::components::GlobalTransform, + transform::components::{GlobalTransform, Transform}, ui::{ entity::{ButtonBundle, NodeBundle, TextBundle}, widget::Button, - AlignItems, FocusPolicy, Interaction, JustifyContent, PositionType, Size, Style, UiColor, - UiRect, Val, + AlignItems, AlignSelf, FocusPolicy, Interaction, JustifyContent, PositionType, Size, Style, + UiColor, UiRect, Val, }, utils::default, window::{CursorIcon, WindowDescriptor, Windows}, @@ -84,6 +89,8 @@ fn refresh_world_texture(images: &mut Assets, world_manager: &WorldManage debug!("refreshing world texture"); let image_handle = images.get_handle(world_manager.image_handle_id); images.get_mut(&image_handle).unwrap().data = world_manager.world_color_bytes(); + + // TODO: Update Icosphere material... try to find out why it doesn't automatically= } #[cfg(feature = "render")] @@ -247,6 +254,12 @@ fn update_cursor_map_position( } } +const ROTATION_SPEED: f32 = 0.002; +#[cfg(feature = "render")] +fn rotate_planet(mut planet_transform: Query<'_, '_, &mut Transform, With>>) { + planet_transform.single_mut().rotate_y(ROTATION_SPEED); +} + #[cfg(feature = "render")] fn update_info_panel( cursor_position: Res<'_, CursorMapPosition>, @@ -273,11 +286,11 @@ fn update_info_panel( fn generate_graphics( mut commands: Commands<'_, '_>, mut images: ResMut<'_, Assets>, + mut materials: ResMut<'_, Assets>, + mut meshes: ResMut<'_, Assets>, mut world_manager: ResMut<'_, WorldManager>, asset_server: Res<'_, AssetServer>, ) { - use bevy::ui::AlignSelf; - let world = world_manager.world(); let custom_sprite_size = Vec2 { x: (WORLD_SCALE * world.width) as f32, @@ -303,8 +316,42 @@ fn generate_graphics( }); world_manager.image_handle_id = image_handle.id; + _ = commands.spawn_bundle(Camera3dBundle { + transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(default(), Vec3::Y), + projection: OrthographicProjection { + scale: 0.01, + ..default() + } + .into(), + ..default() + }); + _ = commands.spawn_bundle(PbrBundle { + mesh: meshes.add(Mesh::from(Icosphere { + radius: 2.0, + subdivisions: 9, + })), + material: materials.add(images.get_handle(world_manager.image_handle_id).into()), + transform: Transform::from_translation(default()), + ..default() + }); + _ = commands.spawn_bundle(PointLightBundle { + transform: Transform::from_xyz(-20.0, 20.0, 50.0), + point_light: PointLight { + intensity: 600000., + range: 100., + ..default() + }, + ..default() + }); + _ = commands - .spawn_bundle(Camera2dBundle::default()) + .spawn_bundle(Camera2dBundle { + camera: Camera { + is_active: false, + ..default() + }, + ..default() + }) .insert(PanCam::default()); _ = commands.spawn_bundle(SpriteBundle { texture: images.get_handle(world_manager.image_handle_id), @@ -327,7 +374,6 @@ fn generate_graphics( _ = root_node .spawn_bundle(NodeBundle { style: Style { - // align_items: AlignItems::FlexEnd, align_self: AlignSelf::FlexEnd, padding: UiRect::all(Val::Px(2.0)), ..default() @@ -452,8 +498,7 @@ fn main() -> Result<(), Box> { { let world = manager.new_world()?; _ = app - // Only run the app when there is user input. This will significantly reduce CPU/GPU use. - .insert_resource(WinitSettings::desktop_app()) + .insert_resource(WinitSettings::game()) // Use nearest-neighbor rendering for cripsier pixels .insert_resource(ImageSettings::default_nearest()) .insert_resource(WindowDescriptor { @@ -469,7 +514,8 @@ fn main() -> Result<(), Box> { .add_system(handle_temperature_button) .add_system(handle_contours_button) .add_system(update_cursor_map_position) - .add_system(update_info_panel); + .add_system(update_info_panel) + .add_system(rotate_planet); } #[cfg(not(feature = "render"))] { diff --git a/src/plugins/world_plugins.rs b/src/plugins/world_plugins.rs index 2add5b6..5a8014e 100644 --- a/src/plugins/world_plugins.rs +++ b/src/plugins/world_plugins.rs @@ -19,8 +19,9 @@ impl PluginGroup for WorldPlugins { { use bevy::{ asset::AssetPlugin, core_pipeline::CorePipelinePlugin, hierarchy::HierarchyPlugin, - input::InputPlugin, render::RenderPlugin, sprite::SpritePlugin, text::TextPlugin, - transform::TransformPlugin, ui::UiPlugin, window::WindowPlugin, winit::WinitPlugin, + input::InputPlugin, pbr::PbrPlugin, render::RenderPlugin, sprite::SpritePlugin, + text::TextPlugin, transform::TransformPlugin, ui::UiPlugin, window::WindowPlugin, + winit::WinitPlugin, }; use bevy_pancam::PanCamPlugin; @@ -37,6 +38,7 @@ impl PluginGroup for WorldPlugins { .add(SpritePlugin::default()) .add(TextPlugin::default()) .add(UiPlugin::default()) + .add(PbrPlugin::default()) .add(PanCamPlugin::default()); } #[cfg(not(feature = "render"))]