2022-05-16 13:53:20 +00:00
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//! Illustrates different lights of various types and colors, some static, some moving over
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//! a simple scene.
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2021-12-14 03:58:23 +00:00
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use bevy::prelude::*;
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2021-06-02 02:59:17 +00:00
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fn main() {
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App::new()
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2021-12-14 03:58:23 +00:00
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.add_plugins(DefaultPlugins)
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2021-07-26 23:44:23 +00:00
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.add_startup_system(setup)
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.add_system(movement)
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.add_system(animate_light_direction)
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2021-06-02 02:59:17 +00:00
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.run();
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}
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2021-11-22 23:16:36 +00:00
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#[derive(Component)]
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2021-06-02 02:59:17 +00:00
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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Use the infinite reverse right-handed perspective projection (#2543)
# Objective
Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.
## Solution
All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.
## Known issues
For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.
I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
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// ground plane
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2021-06-02 02:59:17 +00:00
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commands.spawn_bundle(PbrBundle {
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2021-07-08 02:49:33 +00:00
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mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
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2021-06-18 18:21:18 +00:00
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material: materials.add(StandardMaterial {
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2021-07-08 02:49:33 +00:00
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base_color: Color::WHITE,
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2021-06-27 23:10:23 +00:00
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perceptual_roughness: 1.0,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-06-18 18:21:18 +00:00
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}),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-06-02 02:59:17 +00:00
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});
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2021-07-01 23:48:55 +00:00
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Use the infinite reverse right-handed perspective projection (#2543)
# Objective
Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.
## Solution
All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.
## Known issues
For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.
I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
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// left wall
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2021-07-01 23:48:55 +00:00
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let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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2022-07-01 03:58:54 +00:00
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transform.rotate_z(std::f32::consts::FRAC_PI_2);
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2021-07-01 23:48:55 +00:00
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commands.spawn_bundle(PbrBundle {
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2021-07-08 02:49:33 +00:00
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mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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2021-07-01 23:48:55 +00:00
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transform,
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material: materials.add(StandardMaterial {
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base_color: Color::INDIGO,
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perceptual_roughness: 1.0,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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}),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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});
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Use the infinite reverse right-handed perspective projection (#2543)
# Objective
Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.
## Solution
All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.
## Known issues
For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.
I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
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// back (right) wall
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2021-07-01 23:48:55 +00:00
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let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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2022-07-01 03:58:54 +00:00
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transform.rotate_x(std::f32::consts::FRAC_PI_2);
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2021-07-01 23:48:55 +00:00
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commands.spawn_bundle(PbrBundle {
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2021-07-08 02:49:33 +00:00
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mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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2021-07-01 23:48:55 +00:00
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transform,
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material: materials.add(StandardMaterial {
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base_color: Color::INDIGO,
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perceptual_roughness: 1.0,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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}),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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});
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Use the infinite reverse right-handed perspective projection (#2543)
# Objective
Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.
## Solution
All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.
## Known issues
For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.
I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
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2021-06-02 02:59:17 +00:00
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// cube
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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2021-06-18 18:21:18 +00:00
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material: materials.add(StandardMaterial {
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2021-06-27 23:10:23 +00:00
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base_color: Color::PINK,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-06-18 18:21:18 +00:00
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}),
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2021-07-08 02:49:33 +00:00
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-06-02 02:59:17 +00:00
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})
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.insert(Movable);
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// sphere
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commands
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.spawn_bundle(PbrBundle {
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2021-06-18 18:21:18 +00:00
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.5,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-06-18 18:21:18 +00:00
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})),
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material: materials.add(StandardMaterial {
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2021-06-27 23:10:23 +00:00
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base_color: Color::LIME_GREEN,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-06-18 18:21:18 +00:00
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}),
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2021-06-02 02:59:17 +00:00
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transform: Transform::from_xyz(1.5, 1.0, 1.5),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-06-02 02:59:17 +00:00
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})
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.insert(Movable);
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2021-07-01 23:48:55 +00:00
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Use the infinite reverse right-handed perspective projection (#2543)
# Objective
Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.
## Solution
All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.
## Known issues
For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.
I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
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// ambient light
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commands.insert_resource(AmbientLight {
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color: Color::ORANGE_RED,
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brightness: 0.02,
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});
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// red point light
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2021-07-01 23:48:55 +00:00
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commands
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2021-07-01 23:54:58 +00:00
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.spawn_bundle(PointLightBundle {
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2021-07-01 23:48:55 +00:00
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(1.0, 2.0, 0.0),
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2021-07-01 23:54:58 +00:00
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point_light: PointLight {
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bevy_pbr2: Improve lighting units and documentation (#2704)
# Objective
A question was raised on Discord about the units of the `PointLight` `intensity` member.
After digging around in the bevy_pbr2 source code and [Google Filament documentation](https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower) I discovered that the intention by Filament was that the 'intensity' value for point lights would be in lumens. This makes a lot of sense as these are quite relatable units given basically all light bulbs I've seen sold over the past years are rated in lumens as people move away from thinking about how bright a bulb is relative to a non-halogen incandescent bulb.
However, it seems that the derivation of the conversion between luminous power (lumens, denoted `Φ` in the Filament formulae) and luminous intensity (lumens per steradian, `I` in the Filament formulae) was missed and I can see why as it is tucked right under equation 58 at the link above. As such, while the formula states that for a point light, `I = Φ / 4 π` we have been using `intensity` as if it were luminous intensity `I`.
Before this PR, the intensity field is luminous intensity in lumens per steradian. After this PR, the intensity field is luminous power in lumens, [as suggested by Filament](https://google.github.io/filament/Filament.html#table_lighttypesunits) (unfortunately the link jumps to the table's caption so scroll up to see the actual table).
I appreciate that it may be confusing to call this an intensity, but I think this is intended as more of a non-scientific, human-relatable general term with a bit of hand waving so that most light types can just have an intensity field and for most of them it works in the same way or at least with some relatable value. I'm inclined to think this is reasonable rather than throwing terms like luminous power, luminous intensity, blah at users.
## Solution
- Documented the `PointLight` `intensity` member as 'luminous power' in units of lumens.
- Added a table of examples relating from various types of household lighting to lumen values.
- Added in the mapping from luminous power to luminous intensity when premultiplying the intensity into the colour before it is made into a graphics uniform.
- Updated the documentation in `pbr.wgsl` to clarify the earlier confusion about the missing `/ 4 π`.
- Bumped the intensity of the point lights in `3d_scene_pipelined` to 1600 lumens.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-08-23 23:48:11 +00:00
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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2021-07-01 23:48:55 +00:00
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color: Color::RED,
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2021-11-27 10:12:47 +00:00
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shadows_enabled: true,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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},
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.1,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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}),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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});
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});
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2022-07-08 19:57:43 +00:00
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// green spot light
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2021-07-01 23:48:55 +00:00
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commands
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2022-07-08 19:57:43 +00:00
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.spawn_bundle(SpotLightBundle {
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transform: Transform::from_xyz(-1.0, 2.0, 0.0)
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.looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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spot_light: SpotLight {
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bevy_pbr2: Improve lighting units and documentation (#2704)
# Objective
A question was raised on Discord about the units of the `PointLight` `intensity` member.
After digging around in the bevy_pbr2 source code and [Google Filament documentation](https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower) I discovered that the intention by Filament was that the 'intensity' value for point lights would be in lumens. This makes a lot of sense as these are quite relatable units given basically all light bulbs I've seen sold over the past years are rated in lumens as people move away from thinking about how bright a bulb is relative to a non-halogen incandescent bulb.
However, it seems that the derivation of the conversion between luminous power (lumens, denoted `Φ` in the Filament formulae) and luminous intensity (lumens per steradian, `I` in the Filament formulae) was missed and I can see why as it is tucked right under equation 58 at the link above. As such, while the formula states that for a point light, `I = Φ / 4 π` we have been using `intensity` as if it were luminous intensity `I`.
Before this PR, the intensity field is luminous intensity in lumens per steradian. After this PR, the intensity field is luminous power in lumens, [as suggested by Filament](https://google.github.io/filament/Filament.html#table_lighttypesunits) (unfortunately the link jumps to the table's caption so scroll up to see the actual table).
I appreciate that it may be confusing to call this an intensity, but I think this is intended as more of a non-scientific, human-relatable general term with a bit of hand waving so that most light types can just have an intensity field and for most of them it works in the same way or at least with some relatable value. I'm inclined to think this is reasonable rather than throwing terms like luminous power, luminous intensity, blah at users.
## Solution
- Documented the `PointLight` `intensity` member as 'luminous power' in units of lumens.
- Added a table of examples relating from various types of household lighting to lumen values.
- Added in the mapping from luminous power to luminous intensity when premultiplying the intensity into the colour before it is made into a graphics uniform.
- Updated the documentation in `pbr.wgsl` to clarify the earlier confusion about the missing `/ 4 π`.
- Bumped the intensity of the point lights in `3d_scene_pipelined` to 1600 lumens.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-08-23 23:48:11 +00:00
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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2021-07-01 23:48:55 +00:00
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color: Color::GREEN,
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2021-11-27 10:12:47 +00:00
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shadows_enabled: true,
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2022-07-08 19:57:43 +00:00
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inner_angle: 0.6,
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outer_angle: 0.8,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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},
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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2022-07-08 19:57:43 +00:00
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transform: Transform::from_rotation(Quat::from_rotation_x(
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std::f32::consts::PI / 2.0,
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)),
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mesh: meshes.add(Mesh::from(shape::Capsule {
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depth: 0.125,
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2021-07-01 23:48:55 +00:00
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radius: 0.1,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::GREEN,
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emissive: Color::rgba_linear(0.0, 100.0, 0.0, 0.0),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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}),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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});
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});
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Use the infinite reverse right-handed perspective projection (#2543)
# Objective
Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.
## Solution
All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.
## Known issues
For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.
I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
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// blue point light
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2021-07-01 23:48:55 +00:00
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commands
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2021-07-01 23:54:58 +00:00
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.spawn_bundle(PointLightBundle {
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2021-07-01 23:48:55 +00:00
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(0.0, 4.0, 0.0),
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2021-07-01 23:54:58 +00:00
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point_light: PointLight {
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bevy_pbr2: Improve lighting units and documentation (#2704)
# Objective
A question was raised on Discord about the units of the `PointLight` `intensity` member.
After digging around in the bevy_pbr2 source code and [Google Filament documentation](https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower) I discovered that the intention by Filament was that the 'intensity' value for point lights would be in lumens. This makes a lot of sense as these are quite relatable units given basically all light bulbs I've seen sold over the past years are rated in lumens as people move away from thinking about how bright a bulb is relative to a non-halogen incandescent bulb.
However, it seems that the derivation of the conversion between luminous power (lumens, denoted `Φ` in the Filament formulae) and luminous intensity (lumens per steradian, `I` in the Filament formulae) was missed and I can see why as it is tucked right under equation 58 at the link above. As such, while the formula states that for a point light, `I = Φ / 4 π` we have been using `intensity` as if it were luminous intensity `I`.
Before this PR, the intensity field is luminous intensity in lumens per steradian. After this PR, the intensity field is luminous power in lumens, [as suggested by Filament](https://google.github.io/filament/Filament.html#table_lighttypesunits) (unfortunately the link jumps to the table's caption so scroll up to see the actual table).
I appreciate that it may be confusing to call this an intensity, but I think this is intended as more of a non-scientific, human-relatable general term with a bit of hand waving so that most light types can just have an intensity field and for most of them it works in the same way or at least with some relatable value. I'm inclined to think this is reasonable rather than throwing terms like luminous power, luminous intensity, blah at users.
## Solution
- Documented the `PointLight` `intensity` member as 'luminous power' in units of lumens.
- Added a table of examples relating from various types of household lighting to lumen values.
- Added in the mapping from luminous power to luminous intensity when premultiplying the intensity into the colour before it is made into a graphics uniform.
- Updated the documentation in `pbr.wgsl` to clarify the earlier confusion about the missing `/ 4 π`.
- Bumped the intensity of the point lights in `3d_scene_pipelined` to 1600 lumens.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-08-23 23:48:11 +00:00
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intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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2021-07-01 23:48:55 +00:00
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color: Color::BLUE,
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2021-11-27 10:12:47 +00:00
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shadows_enabled: true,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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},
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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})
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.with_children(|builder| {
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builder.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.1,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::BLUE,
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emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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}),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-01 23:48:55 +00:00
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});
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});
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Use the infinite reverse right-handed perspective projection (#2543)
# Objective
Forward perspective projections have poor floating point precision distribution over the depth range. Reverse projections fair much better, and instead of having to have a far plane, with the reverse projection, using an infinite far plane is not a problem. The infinite reverse perspective projection has become the industry standard. The renderer rework is a great time to migrate to it.
## Solution
All perspective projections, including point lights, have been moved to using `glam::Mat4::perspective_infinite_reverse_rh()` and so have no far plane. As various depth textures are shared between orthographic and perspective projections, a quirk of this PR is that the near and far planes of the orthographic projection are swapped when the Mat4 is computed. This has no impact on 2D/3D orthographic projection usage, and provides consistency in shaders, texture clear values, etc. throughout the codebase.
## Known issues
For some reason, when looking along -Z, all geometry is black. The camera can be translated up/down / strafed left/right and geometry will still be black. Moving forward/backward or rotating the camera away from looking exactly along -Z causes everything to work as expected.
I have tried to debug this issue but both in macOS and Windows I get crashes when doing pixel debugging. If anyone could reproduce this and debug it I would be very grateful. Otherwise I will have to try to debug it further without pixel debugging, though the projections and such all looked fine to me.
2021-08-27 20:15:09 +00:00
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// directional 'sun' light
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2021-07-08 02:49:33 +00:00
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const HALF_SIZE: f32 = 10.0;
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commands.spawn_bundle(DirectionalLightBundle {
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directional_light: DirectionalLight {
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// Configure the projection to better fit the scene
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shadow_projection: OrthographicProjection {
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left: -HALF_SIZE,
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right: HALF_SIZE,
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bottom: -HALF_SIZE,
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top: HALF_SIZE,
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near: -10.0 * HALF_SIZE,
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far: 10.0 * HALF_SIZE,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-08 02:49:33 +00:00
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},
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2021-11-27 10:12:47 +00:00
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shadows_enabled: true,
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-08 02:49:33 +00:00
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},
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transform: Transform {
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translation: Vec3::new(0.0, 2.0, 0.0),
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2021-07-16 22:41:56 +00:00
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rotation: Quat::from_rotation_x(-std::f32::consts::FRAC_PI_4),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-08 02:49:33 +00:00
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},
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2022-03-01 20:52:09 +00:00
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..default()
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2021-07-08 02:49:33 +00:00
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});
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2021-06-02 02:59:17 +00:00
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// camera
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Camera Driven Rendering (#4745)
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier.
Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)
Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work".
Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());
// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Window(window_id),
..default()
},
..default()
});
```
Rendering to a texture is as simple as pointing the camera at a texture:
```rust
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle),
..default()
},
..default()
});
```
Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).
```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle.clone()),
priority: -1,
..default()
},
..default()
});
commands.spawn_bundle(SpriteBundle {
texture: image_handle,
..default()
})
```
Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:
```rust
commands.spawn_bundle(Camera3dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
// this will render 2d entities "on top" of the default 3d camera's render
priority: 1,
..default()
},
..default()
});
```
There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.
Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.
```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())
// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```
```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())
// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```
```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())
// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
projection: OrthographicProjection {
scale: 3.0,
scaling_mode: ScalingMode::FixedVertical,
..default()
}.into(),
..default()
})
```
Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.
If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
..default()
})
```
Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.
Speaking of using components to configure graphs / passes, there are a number of new configuration options:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// overrides the default global clear color
clear_color: ClearColorConfig::Custom(Color::RED),
..default()
},
..default()
})
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// disables clearing
clear_color: ClearColorConfig::None,
..default()
},
..default()
})
```
Expect to see more of the "graph configuration Components on Cameras" pattern in the future.
By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:
```rust
commands
.spawn_bundle(Camera3dBundle::default())
.insert(CameraUi {
is_enabled: false,
..default()
})
```
## Other Changes
* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler.
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.
## Follow Up Work
* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
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commands.spawn_bundle(Camera3dBundle {
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2021-07-08 02:49:33 +00:00
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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2022-03-01 20:52:09 +00:00
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..default()
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2021-06-02 02:59:17 +00:00
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});
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}
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2021-07-08 02:49:33 +00:00
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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2022-07-11 15:28:50 +00:00
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for mut transform in &mut query {
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2022-07-01 03:58:54 +00:00
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transform.rotate_y(time.delta_seconds() * 0.5);
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2021-07-08 02:49:33 +00:00
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}
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}
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2021-06-02 02:59:17 +00:00
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fn movement(
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input: Res<Input<KeyCode>>,
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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2022-07-11 15:28:50 +00:00
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for mut transform in &mut query {
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2021-06-02 02:59:17 +00:00
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::Up) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::Down) {
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direction.y -= 1.0;
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}
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if input.pressed(KeyCode::Left) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::Right) {
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direction.x += 1.0;
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}
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transform.translation += time.delta_seconds() * 2.0 * direction;
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}
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}
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