bevy/examples/3d/spotlight.rs

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//! Illustrates spot lights.
use std::f32::consts::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use rand::{rngs::StdRng, Rng, SeedableRng};
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
const INSTRUCTIONS: &str = "\
Controls
--------
Horizontal Movement: WASD
Vertical Movement: Space and Shift
Rotate Camera: Left and Right Arrows";
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
fn main() {
App::new()
.insert_resource(AmbientLight {
New Exposure and Lighting Defaults (and calibrate examples) (#11868) # Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
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brightness: 20.0,
..default()
})
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
.add_systems(Update, (light_sway, movement, rotation))
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
.run();
}
#[derive(Component)]
struct Movable;
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// ground plane
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
material: materials.add(LegacyColor::WHITE),
..default()
},
Movable,
));
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
// cubes
let mut rng = StdRng::seed_from_u64(19878367467713);
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
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let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
let blue = materials.add(LegacyColor::rgb_u8(124, 144, 255));
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
commands.spawn_batch(
std::iter::repeat_with(move || {
let x = rng.gen_range(-5.0..5.0);
let y = rng.gen_range(0.0..3.0);
let z = rng.gen_range(-5.0..5.0);
(
PbrBundle {
mesh: cube_mesh.clone(),
material: blue.clone(),
transform: Transform::from_xyz(x, y, z),
..default()
},
Movable,
)
})
.take(40),
);
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
Deprecate shapes in `bevy_render::mesh::shape` (#11773) # Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
2024-02-08 18:01:34 +00:00
let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
let red_emissive = materials.add(StandardMaterial {
base_color: LegacyColor::RED,
emissive: LegacyColor::rgba_linear(100.0, 0.0, 0.0, 0.0),
..default()
});
let maroon_emissive = materials.add(StandardMaterial {
base_color: LegacyColor::MAROON,
emissive: LegacyColor::rgba_linear(50.0, 0.0, 0.0, 0.0),
..default()
});
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
for x in 0..4 {
for z in 0..4 {
let x = x as f32 - 2.0;
let z = z as f32 - 2.0;
// red spot_light
commands
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
.spawn(SpotLightBundle {
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
transform: Transform::from_xyz(1.0 + x, 2.0, z)
.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
spot_light: SpotLight {
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
intensity: 40_000.0, // lumens
color: LegacyColor::WHITE,
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
shadows_enabled: true,
inner_angle: PI / 4.0 * 0.85,
outer_angle: PI / 4.0,
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
..default()
},
..default()
})
.with_children(|builder| {
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
builder.spawn(PbrBundle {
mesh: sphere_mesh.clone(),
material: red_emissive.clone(),
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
..default()
});
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
builder.spawn((
PbrBundle {
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
transform: Transform::from_translation(Vec3::Z * -0.1),
mesh: sphere_mesh_direction.clone(),
material: maroon_emissive.clone(),
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
..default()
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
},
NotShadowCaster,
));
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
});
}
}
// camera
commands.spawn(Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
commands.spawn(
TextBundle::from_section(
INSTRUCTIONS,
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
}
fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
for (mut transform, mut angles) in query.iter_mut() {
transform.rotation = Quat::from_euler(
EulerRot::XYZ,
-FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
(time.elapsed_seconds() * 3.0).sin() * 0.5,
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
0.0,
);
let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
angles.inner_angle = angle * 0.8;
angles.outer_angle = angle;
}
}
fn movement(
input: Res<ButtonInput<KeyCode>>,
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
time: Res<Time>,
mut query: Query<&mut Transform, With<Movable>>,
) {
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
// Calculate translation to move the cubes and ground plane
let mut translation = Vec3::ZERO;
// Horizontal forward and backward movement
if input.pressed(KeyCode::KeyW) {
translation.z += 1.0;
} else if input.pressed(KeyCode::KeyS) {
translation.z -= 1.0;
}
// Horizontal left and right movement
if input.pressed(KeyCode::KeyA) {
translation.x += 1.0;
} else if input.pressed(KeyCode::KeyD) {
translation.x -= 1.0;
}
// Vertical movement
if input.pressed(KeyCode::ShiftLeft) {
translation.y += 1.0;
} else if input.pressed(KeyCode::Space) {
translation.y -= 1.0;
}
translation *= 2.0 * time.delta_seconds();
// Apply translation
for mut transform in &mut query {
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
transform.translation += translation;
}
}
fn rotation(
mut query: Query<&mut Transform, With<Camera>>,
input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let mut transform = query.single_mut();
let delta = time.delta_seconds();
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
Improve lighting in more examples (#12021) # Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
2024-02-26 17:32:23 +00:00
if input.pressed(KeyCode::ArrowLeft) {
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
} else if input.pressed(KeyCode::ArrowRight) {
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
}
}