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lib.rs
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1197 lines (1116 loc) · 38.8 KB
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use std::f32::consts::{FRAC_PI_2, FRAC_PI_6, PI, TAU};
use bevy::{
anti_alias::smaa::{Smaa, SmaaPreset},
app::AppExit,
asset::{AssetPlugin, RenderAssetUsages},
camera::RenderTarget,
core_pipeline::tonemapping::Tonemapping,
gltf::GltfMaterialName,
image::{CompressedImageFormats, ImagePlugin, ImageSampler, ImageType},
light::{
CascadeShadowConfigBuilder, DirectionalLightShadowMap, ShadowFilteringMethod,
VolumetricFog, VolumetricLight,
},
post_process::bloom::Bloom,
prelude::*,
render::{
RenderPlugin,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
view::Hdr,
},
scene::SceneInstanceReady,
};
use bevy_image_export::{ImageExport, ImageExportPlugin, ImageExportSettings, ImageExportSource};
use ratatui::{
Frame,
layout::{Alignment, Constraint, Direction, Layout, Margin, Rect as TuiRect},
prelude::Terminal,
style::{Color as TuiColor, Style as TuiStyle},
text::{Line as TuiLine, Text as TuiText},
widgets::{Block, Borders, Paragraph, Wrap},
};
use soft_ratatui::{EmbeddedGraphics, SoftBackend, embedded_graphics_unicodefonts::mono_4x6_atlas};
const TERMINAL_ASSET_PATH: &str = "vintage_terminal/scene.gltf";
const CAMERA_ORBIT_SPEED_RADIANS_PER_SECOND: f32 = 0.28;
const CAMERA_ORBIT_RADIUS: f32 = 8.0;
const CAMERA_HEIGHT: f32 = 1.0;
const CAMERA_LOOK_AT: Vec3 = Vec3::new(0.0, -0.2, 0.0);
const CAMERA_ORBIT_VERTICAL_SWAY: f32 = 0.35;
const ZOOM_CAMERA_START: Vec3 = Vec3::new(-0.35, 0.55, 8.4);
const ZOOM_CAMERA_END: Vec3 = Vec3::new(-0.55, 0.2, 6.0);
const ZOOM_CAMERA_LOOK_AT_START: Vec3 = Vec3::new(-0.1, -0.75, 0.35);
const ZOOM_CAMERA_LOOK_AT_END: Vec3 = Vec3::new(-0.18, 1.0, 0.62);
const ZOOM_DURATION_SECONDS: f32 = 16.0;
const TERMINAL_SCENE_OFFSET: Vec3 = Vec3::new(0.0, 0.25, 0.0);
const TERMINAL_SCALE: Vec3 = Vec3::splat(1.0);
const TERMINAL_FOOTPRINT_WIDTH: f32 = 3.265587;
const TERMINAL_FOOTPRINT_DEPTH: f32 = 2.057711;
const TERMINAL_CLUSTER_CLEARANCE: f32 = 0.04;
const TERMINAL_CLUSTER_GAP: f32 = TERMINAL_FOOTPRINT_WIDTH + TERMINAL_CLUSTER_CLEARANCE;
const TERMINAL_CLUSTER_OFFSET: f32 = (TERMINAL_CLUSTER_GAP + TERMINAL_FOOTPRINT_DEPTH) * 0.5;
const FLOOR_Y: f32 = -0.884;
const HIDDEN_SCENE_NODE_NAMES: &[&str] = &[];
const SCREEN_MATERIAL_NAME: &str = "Material.002";
const SCREEN_COLUMNS: u16 = 14;
const SCREEN_ROWS: u16 = 7;
const SCREEN_ATLAS_X: u32 = 10;
const SCREEN_ATLAS_Y: u32 = 463;
const SCREEN_ATLAS_WIDTH: u32 = 157;
const SCREEN_ATLAS_HEIGHT: u32 = 233;
const TERMINAL_BORDER_COLOR: TuiColor = TuiColor::Rgb(70, 120, 70);
const BLOOM_INTENSITY: f32 = 0.06;
const TERMINAL_SURFACE_MIN_ROUGHNESS: f32 = 0.97;
const TERMINAL_SURFACE_MAX_METALLIC: f32 = 0.0;
const TERMINAL_SURFACE_MAX_REFLECTANCE: f32 = 0.01;
const TUI_UPDATE_FPS: f64 = 15.0;
const LIVE_FIXED_FPS: f64 = 60.0;
const CAMERA_MSAA: Msaa = Msaa::Off;
const CAMERA_SMAA: Smaa = Smaa {
preset: SmaaPreset::Ultra,
};
const EXPORT_ROTATION_WIDTH: u32 = 3840;
const EXPORT_ROTATION_HEIGHT: u32 = 2160;
const EXPORT_ZOOM_WIDTH: u32 = 3840;
const EXPORT_ZOOM_HEIGHT: u32 = 2160;
const EXPORT_FPS: f64 = 60.0;
const EXPORT_ROTATION_FRAMES: u32 = 420;
const EXPORT_ZOOM_FRAMES: u32 = ((ZOOM_DURATION_SECONDS * 2.0) as u32) * EXPORT_FPS as u32;
const INTERMISSION_LOOP_SECONDS: f32 = 6.4;
const INTERMISSION_SPINNER_STEP_UPDATES: u64 = 8;
const EXPORT_INTERMISSION_FRAMES: u32 = (INTERMISSION_LOOP_SECONDS * EXPORT_FPS as f32) as u32;
const EXPORT_SHUTDOWN_FRAMES: u32 = ((SHUTDOWN_DURATION_SECONDS * 2.0) * EXPORT_FPS as f32) as u32;
const EXPORT_WARMUP_FRAMES: u32 = 60;
const INTERMISSION_CAMERA_BASE: Vec3 = Vec3::new(0.19, CAMERA_HEIGHT, CAMERA_ORBIT_RADIUS - 0.003);
const INTERMISSION_CAMERA_LOOK_AT: Vec3 = Vec3::new(0.02, -0.2, 0.08);
const SHUTDOWN_CAMERA_START: Vec3 = Vec3::new(-0.12, 1.25, 7.1);
const SHUTDOWN_CAMERA_END: Vec3 = Vec3::new(-0.25, 1.6, 8.9);
const SHUTDOWN_CAMERA_LOOK_AT: Vec3 = Vec3::new(-0.04, -0.22, 0.14);
const SHUTDOWN_DURATION_SECONDS: f32 = 8.0;
const SHADOW_CASCADE_FAR_BOUND: f32 = 5.0;
const SHADOW_MAX_DISTANCE: f32 = 16.0;
const VOLUMETRIC_FOG_AMBIENT_INTENSITY: f32 = 0.0;
#[derive(Resource, Clone, Copy)]
enum SceneMode {
Orbit,
ZoomIn,
Intermission,
ShutdownOutro,
ShutdownLoop,
}
#[derive(Component)]
struct SceneCamera;
#[derive(Resource)]
struct TerminalScreenTexture(Handle<Image>);
#[derive(Resource)]
struct TerminalScreenMaterial(Handle<StandardMaterial>);
struct TerminalScreenRenderer {
terminal: Terminal<SoftBackend<EmbeddedGraphics>>,
demo_app: TerminalDemoApp,
scene_mode: SceneMode,
atlas_width: u32,
atlas_height: u32,
atlas_template: Vec<u8>,
}
struct TerminalDemoApp {
frame_count: u64,
elapsed_secs: f32,
}
#[derive(Resource)]
struct TerminalAnimationCadence {
accumulator_secs: f32,
}
#[derive(Resource, Clone)]
struct ExportRotationConfig {
output_dir: String,
frames: u32,
width: u32,
height: u32,
warmup_frames: u32,
}
#[derive(Resource)]
struct ExportCaptureState {
output_texture_handle: Handle<Image>,
exporter_started: bool,
warmup_frames_remaining: u32,
current_frame: u32,
}
#[derive(Component)]
struct ExportCaptureCamera;
struct TerminalInstance {
name: &'static str,
position: Vec3,
rotation: Quat,
}
impl TerminalDemoApp {
fn new() -> Self {
Self {
frame_count: 0,
elapsed_secs: 0.0,
}
}
fn on_tick(&mut self, delta: std::time::Duration) {
self.frame_count = self.frame_count.wrapping_add(1);
self.elapsed_secs += delta.as_secs_f32();
}
}
pub fn run_rotating_terminal() {
app(SceneMode::Orbit).run();
}
pub fn run_stationary_terminal() {
app(SceneMode::ZoomIn).run();
}
pub fn run_intermission() {
app(SceneMode::Intermission).run();
}
pub fn run_shutdown_outro() {
app(SceneMode::ShutdownOutro).run();
}
pub fn run_export_rotation(output_dir: String) {
run_export_scene(
output_dir,
SceneMode::Orbit,
EXPORT_ROTATION_FRAMES,
EXPORT_ROTATION_WIDTH,
EXPORT_ROTATION_HEIGHT,
);
}
pub fn run_export_zoom(output_dir: String) {
run_export_scene(
output_dir,
SceneMode::ZoomIn,
EXPORT_ZOOM_FRAMES,
EXPORT_ZOOM_WIDTH,
EXPORT_ZOOM_HEIGHT,
);
}
pub fn run_export_intermission(output_dir: String) {
run_export_scene(
output_dir,
SceneMode::Intermission,
EXPORT_INTERMISSION_FRAMES,
EXPORT_ZOOM_WIDTH,
EXPORT_ZOOM_HEIGHT,
);
}
pub fn run_export_shutdown(output_dir: String) {
run_export_scene(
output_dir,
SceneMode::ShutdownLoop,
EXPORT_SHUTDOWN_FRAMES,
EXPORT_ZOOM_WIDTH,
EXPORT_ZOOM_HEIGHT,
);
}
fn run_export_scene(
output_dir: String,
scene_mode: SceneMode,
frames: u32,
width: u32,
height: u32,
) {
let export_plugin = ImageExportPlugin::default();
let export_threads = export_plugin.threads.clone();
export_app(output_dir, export_plugin, scene_mode, frames, width, height).run();
export_threads.finish();
}
fn app(scene_mode: SceneMode) -> App {
let mut app = App::new();
app.insert_resource(scene_mode)
.insert_resource(Time::<Fixed>::from_hz(LIVE_FIXED_FPS))
.insert_resource(TerminalAnimationCadence {
accumulator_secs: 0.0,
})
.add_plugins(
DefaultPlugins
.set(AssetPlugin {
file_path: ".".to_string(),
..default()
})
.set(ImagePlugin::default_nearest()),
)
.add_systems(Startup, setup)
.add_systems(Update, update_scene_camera)
.add_systems(FixedUpdate, animate_terminal_screen);
app
}
fn export_app(
output_dir: String,
export_plugin: ImageExportPlugin,
scene_mode: SceneMode,
frames: u32,
width: u32,
height: u32,
) -> App {
let mut app = App::new();
app.insert_resource(scene_mode)
.insert_resource(TerminalAnimationCadence {
accumulator_secs: 0.0,
})
.insert_resource(ExportRotationConfig {
output_dir,
frames,
width,
height,
warmup_frames: EXPORT_WARMUP_FRAMES,
})
.add_plugins(
DefaultPlugins
.set(AssetPlugin {
file_path: ".".to_string(),
..default()
})
.set(ImagePlugin::default_nearest())
.set(WindowPlugin {
primary_window: Some(Window {
resolution: (width, height).into(),
visible: false,
..default()
}),
..default()
})
.set(RenderPlugin {
synchronous_pipeline_compilation: true,
..default()
}),
)
.add_plugins(export_plugin)
.add_systems(Startup, (setup, setup_export_capture))
.add_systems(Update, update_scene_camera)
.add_systems(
Update,
(animate_terminal_screen_export, drive_export_capture),
);
app
}
fn setup(world: &mut World) {
world.insert_resource(ClearColor(Color::srgb(0.01, 0.0, 0.03)));
world.insert_resource(DirectionalLightShadowMap { size: 8192 });
world.insert_resource(GlobalAmbientLight {
color: Color::srgb(0.85, 0.9, 1.0),
brightness: 140.0,
affects_lightmapped_meshes: true,
});
let scene_mode = *world.resource::<SceneMode>();
let mut renderer = build_terminal_screen_renderer(scene_mode);
let initial_image = renderer.render_to_image(std::time::Duration::ZERO);
let image_handle = {
let mut images = world.resource_mut::<Assets<Image>>();
images.add(initial_image)
};
world.insert_resource(TerminalScreenTexture(image_handle.clone()));
let screen_material_handle = {
let mut materials = world.resource_mut::<Assets<StandardMaterial>>();
materials.add(StandardMaterial {
base_color: Color::WHITE,
base_color_texture: Some(image_handle.clone()),
emissive: LinearRgba::BLACK,
unlit: true,
cull_mode: None,
..default()
})
};
world.insert_resource(TerminalScreenMaterial(screen_material_handle));
world.insert_non_send_resource(renderer);
let terminal_scene = {
let asset_server = world.resource::<AssetServer>();
asset_server.load(GltfAssetLabel::Scene(0).from_asset(TERMINAL_ASSET_PATH))
};
let floor_mesh = {
let mut meshes = world.resource_mut::<Assets<Mesh>>();
meshes.add(Circle::new(20.0).mesh().resolution(96))
};
let floor_material = {
let mut materials = world.resource_mut::<Assets<StandardMaterial>>();
materials.add(StandardMaterial {
base_color: Color::srgb(0.005, 0.009, 0.028),
perceptual_roughness: 1.0,
metallic: 0.0,
reflectance: 0.02,
..default()
})
};
let mut commands = world.commands();
commands
.spawn((
Name::new("Terminal Pivot"),
Transform::default(),
Visibility::default(),
))
.with_children(|parent| {
for terminal in terminal_instances() {
parent
.spawn((
Name::new(terminal.name),
SceneRoot(terminal_scene.clone()),
Transform::from_translation(TERMINAL_SCENE_OFFSET + terminal.position)
.with_rotation(terminal.rotation)
.with_scale(TERMINAL_SCALE),
))
.observe(configure_terminal_scene_when_ready);
}
});
commands.spawn((
Name::new("Floor"),
Mesh3d(floor_mesh),
MeshMaterial3d(floor_material),
Transform::from_xyz(0.0, FLOOR_Y, 0.0).with_rotation(Quat::from_rotation_x(-FRAC_PI_2)),
));
commands.spawn((
Name::new("Key Light"),
DirectionalLight {
illuminance: 24_000.0,
shadows_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, -FRAC_PI_6, -FRAC_PI_6)),
VolumetricLight,
CascadeShadowConfigBuilder {
num_cascades: 1,
maximum_distance: SHADOW_MAX_DISTANCE,
first_cascade_far_bound: SHADOW_CASCADE_FAR_BOUND,
..default()
}
.build(),
));
commands.spawn((
Name::new("Fill Light"),
PointLight {
intensity: 1_300_000.0,
range: 36.0,
shadows_enabled: false,
color: Color::srgb(0.4, 0.9, 1.0),
..default()
},
Transform::from_xyz(4.5, 5.5, 4.0),
));
commands.spawn((
Name::new("Rim Light"),
SpotLight {
intensity: 3_500_000.0,
range: 28.0,
inner_angle: 0.55,
outer_angle: 0.85,
shadows_enabled: false,
color: Color::srgb(0.12, 0.42, 0.2),
..default()
},
Transform::from_xyz(-5.5, 4.0, -4.0).looking_at(Vec3::new(0.0, -0.7, 0.1), Vec3::Y),
));
commands.spawn((
Name::new("Scene Camera"),
SceneCamera,
Camera3d::default(),
CAMERA_MSAA,
CAMERA_SMAA,
Hdr,
Tonemapping::TonyMcMapface,
Bloom {
intensity: BLOOM_INTENSITY,
..Bloom::NATURAL
},
ShadowFilteringMethod::Gaussian,
VolumetricFog {
ambient_intensity: VOLUMETRIC_FOG_AMBIENT_INTENSITY,
..default()
},
DistanceFog {
color: Color::srgba(0.03, 0.01, 0.07, 1.0),
directional_light_color: Color::srgba(0.03, 0.12, 0.06, 0.2),
falloff: FogFalloff::Linear {
start: 9.0,
end: 28.0,
},
..default()
},
camera_transform(scene_mode, 0.0),
));
}
fn setup_export_capture(
mut commands: Commands,
scene_mode: Res<SceneMode>,
export_config: Res<ExportRotationConfig>,
mut images: ResMut<Assets<Image>>,
) {
let output_texture_handle = {
let size = Extent3d {
width: export_config.width,
height: export_config.height,
depth_or_array_layers: 1,
};
let mut export_texture = Image {
texture_descriptor: TextureDescriptor {
label: Some("terminal-export-texture"),
size,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::COPY_DST
| TextureUsages::COPY_SRC
| TextureUsages::RENDER_ATTACHMENT
| TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
sampler: ImageSampler::nearest(),
asset_usage: RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
..default()
};
export_texture.resize(size);
images.add(export_texture)
};
commands.insert_resource(ExportCaptureState {
output_texture_handle: output_texture_handle.clone(),
exporter_started: false,
warmup_frames_remaining: export_config.warmup_frames,
current_frame: 0,
});
commands.spawn((
Name::new("Export Capture Camera"),
ExportCaptureCamera,
Camera3d::default(),
CAMERA_MSAA,
CAMERA_SMAA,
Hdr,
Tonemapping::TonyMcMapface,
Bloom {
intensity: BLOOM_INTENSITY,
..Bloom::NATURAL
},
ShadowFilteringMethod::Gaussian,
VolumetricFog {
ambient_intensity: VOLUMETRIC_FOG_AMBIENT_INTENSITY,
..default()
},
DistanceFog {
color: Color::srgba(0.03, 0.01, 0.07, 1.0),
directional_light_color: Color::srgba(0.03, 0.12, 0.06, 0.2),
falloff: FogFalloff::Linear {
start: 9.0,
end: 28.0,
},
..default()
},
Camera {
order: 1,
..default()
},
RenderTarget::Image(output_texture_handle.into()),
camera_transform(*scene_mode, 0.0),
));
}
fn drive_export_capture(
mut commands: Commands,
scene_mode: Res<SceneMode>,
export_config: Res<ExportRotationConfig>,
mut export_state: ResMut<ExportCaptureState>,
mut capture_camera: Query<&mut Transform, With<ExportCaptureCamera>>,
mut export_sources: ResMut<Assets<ImageExportSource>>,
mut app_exit: MessageWriter<AppExit>,
) {
if export_state.warmup_frames_remaining > 0 {
export_state.warmup_frames_remaining -= 1;
return;
}
if !export_state.exporter_started {
commands.spawn((
ImageExport(export_sources.add(export_state.output_texture_handle.clone())),
ImageExportSettings {
output_dir: export_config.output_dir.clone(),
extension: "png".to_string(),
},
));
export_state.exporter_started = true;
}
if export_state.current_frame >= export_config.frames {
app_exit.write(AppExit::Success);
return;
}
for mut transform in &mut capture_camera {
let progress = match *scene_mode {
SceneMode::Orbit | SceneMode::Intermission => {
cyclic_export_progress(export_state.current_frame, export_config.frames)
}
SceneMode::ZoomIn => {
zoom_export_progress(export_state.current_frame, export_config.frames)
}
SceneMode::ShutdownLoop => ping_pong_progress(
export_state.current_frame as f32 / export_config.frames as f32 * 2.0,
),
_ if export_config.frames <= 1 => 1.0,
_ => export_state.current_frame as f32 / (export_config.frames - 1) as f32,
};
*transform = camera_transform(*scene_mode, progress);
}
export_state.current_frame += 1;
}
fn update_scene_camera(
time: Res<Time>,
scene_mode: Res<SceneMode>,
mut query: Query<&mut Transform, (With<SceneCamera>, Without<ExportCaptureCamera>)>,
) {
for mut transform in &mut query {
*transform = camera_transform(*scene_mode, runtime_camera_progress(*scene_mode, &time));
}
}
fn runtime_camera_progress(scene_mode: SceneMode, time: &Time) -> f32 {
let elapsed = time.elapsed_secs();
match scene_mode {
SceneMode::Orbit => elapsed * CAMERA_ORBIT_SPEED_RADIANS_PER_SECOND / TAU,
SceneMode::ZoomIn => ping_pong_progress(elapsed / ZOOM_DURATION_SECONDS),
SceneMode::Intermission => elapsed / INTERMISSION_LOOP_SECONDS,
SceneMode::ShutdownOutro => (elapsed / SHUTDOWN_DURATION_SECONDS).min(1.0),
SceneMode::ShutdownLoop => ping_pong_progress(elapsed / SHUTDOWN_DURATION_SECONDS),
}
}
fn camera_transform(scene_mode: SceneMode, progress: f32) -> Transform {
match scene_mode {
SceneMode::Orbit => {
let angle = progress * TAU;
let position = Vec3::new(
angle.sin() * CAMERA_ORBIT_RADIUS,
CAMERA_HEIGHT + (angle * 2.0).sin() * CAMERA_ORBIT_VERTICAL_SWAY,
angle.cos() * CAMERA_ORBIT_RADIUS,
);
Transform::from_translation(position).looking_at(CAMERA_LOOK_AT, Vec3::Y)
}
SceneMode::ZoomIn => {
let position = ZOOM_CAMERA_START.lerp(ZOOM_CAMERA_END, progress);
let look_at = ZOOM_CAMERA_LOOK_AT_START.lerp(ZOOM_CAMERA_LOOK_AT_END, progress);
Transform::from_translation(position).looking_at(look_at, Vec3::Y)
}
SceneMode::Intermission => {
let angle = progress * TAU;
let drift = Vec3::new(
angle.cos() * 0.14,
(angle * 0.35).sin() * 0.05,
angle.sin() * 0.18,
);
let look_at =
INTERMISSION_CAMERA_LOOK_AT + Vec3::new((angle * 0.4).sin() * 0.02, 0.01, 0.0);
Transform::from_translation(INTERMISSION_CAMERA_BASE + drift)
.looking_at(look_at, Vec3::Y)
}
SceneMode::ShutdownOutro | SceneMode::ShutdownLoop => {
let eased = ease_in_out_cubic(progress);
let position = SHUTDOWN_CAMERA_START.lerp(SHUTDOWN_CAMERA_END, eased);
Transform::from_translation(position).looking_at(SHUTDOWN_CAMERA_LOOK_AT, Vec3::Y)
}
}
}
fn ping_pong_progress(progress: f32) -> f32 {
let wrapped = progress.rem_euclid(2.0);
if wrapped <= 1.0 {
wrapped
} else {
2.0 - wrapped
}
}
fn cyclic_export_progress(frame_index: u32, total_frames: u32) -> f32 {
if total_frames == 0 {
0.0
} else {
frame_index as f32 / total_frames as f32
}
}
fn zoom_export_progress(frame_index: u32, total_frames: u32) -> f32 {
if total_frames == 0 {
return 0.0;
}
ping_pong_progress(frame_index as f32 / total_frames as f32 * 2.0)
}
fn ease_in_out_cubic(progress: f32) -> f32 {
if progress < 0.5 {
4.0 * progress * progress * progress
} else {
1.0 - (-2.0 * progress + 2.0).powi(3) * 0.5
}
}
fn animate_terminal_screen(
time: Res<Time>,
mut cadence: ResMut<TerminalAnimationCadence>,
mut terminal_screen_texture: ResMut<TerminalScreenTexture>,
terminal_screen_material: Res<TerminalScreenMaterial>,
mut terminal_screen_renderer: NonSendMut<TerminalScreenRenderer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
animate_terminal_screen_with_delta(
time.delta_secs(),
&mut cadence,
&mut terminal_screen_texture,
&terminal_screen_material,
&mut terminal_screen_renderer,
&mut materials,
&mut images,
);
}
fn animate_terminal_screen_export(
mut cadence: ResMut<TerminalAnimationCadence>,
mut terminal_screen_texture: ResMut<TerminalScreenTexture>,
terminal_screen_material: Res<TerminalScreenMaterial>,
mut terminal_screen_renderer: NonSendMut<TerminalScreenRenderer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
animate_terminal_screen_with_delta(
(1.0 / EXPORT_FPS) as f32,
&mut cadence,
&mut terminal_screen_texture,
&terminal_screen_material,
&mut terminal_screen_renderer,
&mut materials,
&mut images,
);
}
fn animate_terminal_screen_with_delta(
delta_secs: f32,
cadence: &mut TerminalAnimationCadence,
terminal_screen_texture: &mut TerminalScreenTexture,
terminal_screen_material: &TerminalScreenMaterial,
terminal_screen_renderer: &mut TerminalScreenRenderer,
materials: &mut Assets<StandardMaterial>,
images: &mut Assets<Image>,
) {
cadence.accumulator_secs += delta_secs;
let frame_interval = (1.0 / TUI_UPDATE_FPS) as f32;
if cadence.accumulator_secs + f32::EPSILON < frame_interval {
return;
}
let mut elapsed_since_last_draw = 0.0;
while cadence.accumulator_secs + f32::EPSILON >= frame_interval {
cadence.accumulator_secs -= frame_interval;
elapsed_since_last_draw += frame_interval;
}
let updated_image = terminal_screen_renderer
.render_to_image(std::time::Duration::from_secs_f32(elapsed_since_last_draw));
let new_texture_handle = images.add(updated_image);
let previous_texture_handle =
std::mem::replace(&mut terminal_screen_texture.0, new_texture_handle.clone());
let Some(material) = materials.get_mut(&terminal_screen_material.0) else {
return;
};
material.base_color_texture = Some(new_texture_handle.clone());
material.emissive_texture = Some(new_texture_handle);
let _ = images.remove(previous_texture_handle.id());
}
fn configure_terminal_scene_when_ready(
scene_ready: On<SceneInstanceReady>,
mut commands: Commands,
children: Query<&Children>,
names: Query<&Name>,
mesh_materials: Query<(&MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
mut materials: ResMut<Assets<StandardMaterial>>,
terminal_screen_material: Res<TerminalScreenMaterial>,
) {
for descendant in children.iter_descendants(scene_ready.entity) {
if let Ok(name) = names.get(descendant) {
if HIDDEN_SCENE_NODE_NAMES
.iter()
.any(|hidden_name| name.as_str() == *hidden_name)
{
commands.entity(descendant).despawn();
}
}
let Ok((_material_handle, material_name)) = mesh_materials.get(descendant) else {
continue;
};
if material_name.0.as_str() != SCREEN_MATERIAL_NAME {
if let Some(material) = materials.get_mut(&_material_handle.0) {
material.metallic_roughness_texture = None;
material.emissive_texture = None;
material.emissive = LinearRgba::BLACK;
material.perceptual_roughness = material
.perceptual_roughness
.max(TERMINAL_SURFACE_MIN_ROUGHNESS);
material.metallic = material.metallic.min(TERMINAL_SURFACE_MAX_METALLIC);
material.reflectance = material.reflectance.min(TERMINAL_SURFACE_MAX_REFLECTANCE);
}
continue;
}
commands
.entity(descendant)
.insert(MeshMaterial3d(terminal_screen_material.0.clone()));
}
}
fn terminal_instances() -> [TerminalInstance; 4] {
[
TerminalInstance {
name: "Vintage Terminal North",
position: Vec3::new(0.0, 0.0, TERMINAL_CLUSTER_OFFSET),
rotation: Quat::IDENTITY,
},
TerminalInstance {
name: "Vintage Terminal East",
position: Vec3::new(TERMINAL_CLUSTER_OFFSET, 0.0, 0.0),
rotation: Quat::from_rotation_y(FRAC_PI_2),
},
TerminalInstance {
name: "Vintage Terminal South",
position: Vec3::new(0.0, 0.0, -TERMINAL_CLUSTER_OFFSET),
rotation: Quat::from_rotation_y(PI),
},
TerminalInstance {
name: "Vintage Terminal West",
position: Vec3::new(-TERMINAL_CLUSTER_OFFSET, 0.0, 0.0),
rotation: Quat::from_rotation_y(-FRAC_PI_2),
},
]
}
fn build_terminal_screen_renderer(scene_mode: SceneMode) -> TerminalScreenRenderer {
let font_regular = mono_4x6_atlas();
let backend =
SoftBackend::<EmbeddedGraphics>::new(SCREEN_COLUMNS, SCREEN_ROWS, font_regular, None, None);
let terminal = Terminal::new(backend).expect("soft_ratatui backend should initialize");
let atlas_template = load_screen_atlas_template();
let atlas_width = atlas_template.texture_descriptor.size.width;
let atlas_height = atlas_template.texture_descriptor.size.height;
TerminalScreenRenderer {
terminal,
demo_app: TerminalDemoApp::new(),
scene_mode,
atlas_width,
atlas_height,
atlas_template: atlas_template
.data
.expect("screen atlas template should contain decoded image data"),
}
}
fn draw_terminal_screen(frame: &mut Frame, app: &mut TerminalDemoApp, scene_mode: SceneMode) {
let area = frame.area();
let frame_index = app.frame_count;
let background = TuiColor::Black;
let title_color = TuiColor::Rgb(150, 255, 150);
let horizontal_margin = match scene_mode {
SceneMode::ShutdownOutro | SceneMode::ShutdownLoop => 0,
_ => 1,
};
frame.render_widget(Block::new().style(TuiStyle::default().bg(background)), area);
let frame_area = area.inner(Margin::new(horizontal_margin, 0));
let block = Block::new()
.borders(Borders::ALL)
.style(TuiStyle::default().bg(background))
.border_style(TuiStyle::default().fg(TERMINAL_BORDER_COLOR).bg(background));
let inner = block.inner(frame_area);
frame.render_widget(block, frame_area);
match scene_mode {
SceneMode::Orbit | SceneMode::ZoomIn => {
draw_live_soon_screen(frame, inner, frame_index, title_color)
}
SceneMode::Intermission => draw_intermission_screen(frame, inner, frame_index, title_color),
SceneMode::ShutdownOutro | SceneMode::ShutdownLoop => {
draw_shutdown_outro_screen(frame, inner, app, scene_mode, title_color)
}
}
}
fn draw_live_soon_screen(
frame: &mut Frame,
inner: TuiRect,
frame_index: u64,
title_color: TuiColor,
) {
let flash_on = (frame_index / 8).is_multiple_of(2);
let loader_color = TuiColor::Rgb(110, 255, 110);
let live_color = if flash_on {
TuiColor::Rgb(255, 240, 170)
} else {
TuiColor::Rgb(80, 70, 30)
};
let rows = Layout::default()
.direction(Direction::Vertical)
.constraints([
Constraint::Length(2),
Constraint::Length(1),
Constraint::Length(2),
])
.split(inner);
let spinner = ['|', '/', '-', '\\'][(frame_index as usize) % 4];
let sweep = (frame_index as usize) % 8;
let loader_bar: String = (0..8)
.map(|idx| if idx == sweep { '#' } else { '-' })
.collect();
frame.render_widget(
Paragraph::new(title_text())
.alignment(Alignment::Center)
.style(TuiStyle::default().fg(title_color).bg(TuiColor::Black))
.wrap(Wrap { trim: false }),
rows[0],
);
frame.render_widget(
Paragraph::new(format!("{spinner}{loader_bar}{spinner}"))
.alignment(Alignment::Center)
.style(TuiStyle::default().fg(loader_color).bg(TuiColor::Black))
.wrap(Wrap { trim: false }),
rows[1],
);
frame.render_widget(
Paragraph::new("LIVE SOON")
.alignment(Alignment::Center)
.style(TuiStyle::default().fg(live_color).bg(TuiColor::Black))
.wrap(Wrap { trim: false }),
rows[2],
);
}
fn draw_intermission_screen(
frame: &mut Frame,
inner: TuiRect,
frame_index: u64,
title_color: TuiColor,
) {
let rows = Layout::default()
.direction(Direction::Vertical)
.constraints([
Constraint::Length(2),
Constraint::Length(1),
Constraint::Length(2),
])
.split(inner);
let loop_updates = (INTERMISSION_LOOP_SECONDS * TUI_UPDATE_FPS as f32) as u64;
let phase_updates = if loop_updates == 0 {
0
} else {
frame_index % loop_updates
};
let spinner = ['.', 'o', 'O', 'o']
[((frame_index / INTERMISSION_SPINNER_STEP_UPDATES.max(1)) % 4) as usize];
let phrase_phase = (phase_updates * 4) / loop_updates.max(1);
let phrase = match phrase_phase % 4 {
0 => "RECESS\nSTANDBY",
1 => "HOLD\nPAUSE",
2 => "RECESS\nHOLD",
_ => "STANDBY\nPAUSE",
};
frame.render_widget(
Paragraph::new(title_text())
.alignment(Alignment::Center)
.style(TuiStyle::default().fg(title_color).bg(TuiColor::Black))
.wrap(Wrap { trim: false }),
rows[0],
);
frame.render_widget(
Paragraph::new(format!("{spinner} WAITING PATTERN {spinner}"))
.alignment(Alignment::Center)
.style(
TuiStyle::default()
.fg(TuiColor::Rgb(92, 180, 100))
.bg(TuiColor::Black),
)
.wrap(Wrap { trim: false }),
rows[1],
);
frame.render_widget(
Paragraph::new(phrase)
.alignment(Alignment::Center)
.style(
TuiStyle::default()
.fg(TuiColor::Rgb(215, 225, 180))
.bg(TuiColor::Black),
)
.wrap(Wrap { trim: false }),
rows[2],
);
}
fn draw_shutdown_outro_screen(
frame: &mut Frame,
inner: TuiRect,
app: &TerminalDemoApp,
scene_mode: SceneMode,
title_color: TuiColor,
) {
let progress = match scene_mode {
SceneMode::ShutdownOutro => (app.elapsed_secs / SHUTDOWN_DURATION_SECONDS).min(1.0),
SceneMode::ShutdownLoop => ping_pong_progress(app.elapsed_secs / SHUTDOWN_DURATION_SECONDS),
_ => 0.0,
};
let rows = Layout::default()
.direction(Direction::Vertical)
.constraints([
Constraint::Length(2),
Constraint::Length(1),
Constraint::Length(2),