//! Illustrates different lights of various types and colors, some static, some moving over //! a simple scene. use std::f32::consts::PI; use bevy::{ color::palettes::css::*, pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::{Exposure, PhysicalCameraParameters}, }; fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(Parameters(PhysicalCameraParameters { aperture_f_stops: 1.0, shutter_speed_s: 1.0 / 125.0, sensitivity_iso: 100.0, sensor_height: 0.01866, })) .add_systems(Startup, setup) .add_systems(Update, (update_exposure, movement, animate_light_direction)) .run(); } #[derive(Resource, Default, Deref, DerefMut)] struct Parameters(PhysicalCameraParameters); #[derive(Component)] struct Movable; /// set up a simple 3D scene fn setup( parameters: Res, mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, asset_server: Res, ) { // ground plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))), MeshMaterial3d(materials.add(StandardMaterial { base_color: Color::WHITE, perceptual_roughness: 1.0, ..default() })), )); // left wall let mut transform = Transform::from_xyz(2.5, 2.5, 0.0); transform.rotate_z(PI / 2.); commands.spawn(( Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))), MeshMaterial3d(materials.add(StandardMaterial { base_color: INDIGO.into(), perceptual_roughness: 1.0, ..default() })), transform, )); // back (right) wall let mut transform = Transform::from_xyz(0.0, 2.5, -2.5); transform.rotate_x(PI / 2.); commands.spawn(( Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))), MeshMaterial3d(materials.add(StandardMaterial { base_color: INDIGO.into(), perceptual_roughness: 1.0, ..default() })), transform, )); // Bevy logo to demonstrate alpha mask shadows let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0); transform.rotate_y(PI / 8.); commands.spawn(( Mesh3d(meshes.add(Rectangle::new(2.0, 0.5))), MeshMaterial3d(materials.add(StandardMaterial { base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")), perceptual_roughness: 1.0, alpha_mode: AlphaMode::Mask(0.5), cull_mode: None, ..default() })), transform, Movable, )); // cube commands.spawn(( Mesh3d(meshes.add(Cuboid::default())), MeshMaterial3d(materials.add(StandardMaterial { base_color: DEEP_PINK.into(), ..default() })), Transform::from_xyz(0.0, 0.5, 0.0), Movable, )); // sphere commands.spawn(( Mesh3d(meshes.add(Sphere::new(0.5).mesh().uv(32, 18))), MeshMaterial3d(materials.add(StandardMaterial { base_color: LIMEGREEN.into(), ..default() })), Transform::from_xyz(1.5, 1.0, 1.5), Movable, )); // ambient light commands.insert_resource(AmbientLight { color: ORANGE_RED.into(), brightness: 0.02, }); // red point light commands .spawn(( PointLight { intensity: 100_000.0, color: RED.into(), shadows_enabled: true, ..default() }, Transform::from_xyz(1.0, 2.0, 0.0), )) .with_children(|builder| { builder.spawn(( Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))), MeshMaterial3d(materials.add(StandardMaterial { base_color: RED.into(), emissive: LinearRgba::new(4.0, 0.0, 0.0, 0.0), ..default() })), )); }); // green spot light commands .spawn(( SpotLight { intensity: 100_000.0, color: LIME.into(), shadows_enabled: true, inner_angle: 0.6, outer_angle: 0.8, ..default() }, Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z), )) .with_child(( Mesh3d(meshes.add(Capsule3d::new(0.1, 0.125))), MeshMaterial3d(materials.add(StandardMaterial { base_color: LIME.into(), emissive: LinearRgba::new(0.0, 4.0, 0.0, 0.0), ..default() })), Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)), )); // blue point light commands .spawn(( PointLight { intensity: 100_000.0, color: BLUE.into(), shadows_enabled: true, ..default() }, Transform::from_xyz(0.0, 4.0, 0.0), )) .with_children(|builder| { builder.spawn(( Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))), MeshMaterial3d(materials.add(StandardMaterial { base_color: BLUE.into(), emissive: LinearRgba::new(0.0, 0.0, 713.0, 0.0), ..default() })), )); }); // directional 'sun' light commands.spawn(( DirectionalLight { illuminance: light_consts::lux::OVERCAST_DAY, shadows_enabled: true, ..default() }, Transform { translation: Vec3::new(0.0, 2.0, 0.0), rotation: Quat::from_rotation_x(-PI / 4.), ..default() }, // The default cascade config is designed to handle large scenes. // As this example has a much smaller world, we can tighten the shadow // bounds for better visual quality. CascadeShadowConfigBuilder { first_cascade_far_bound: 4.0, maximum_distance: 10.0, ..default() } .build(), )); // example instructions commands .spawn(( Text::default(), Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, )) .with_children(|p| { p.spawn(TextSpan(format!( "Aperture: f/{:.0}\n", parameters.aperture_f_stops, ))); p.spawn(TextSpan(format!( "Shutter speed: 1/{:.0}s\n", 1.0 / parameters.shutter_speed_s ))); p.spawn(TextSpan(format!( "Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso ))); p.spawn(TextSpan::new("\n\n")); p.spawn(TextSpan::new("Controls\n")); p.spawn(TextSpan::new("---------------\n")); p.spawn(TextSpan::new("Arrow keys - Move objects\n")); p.spawn(TextSpan::new("1/2 - Decrease/Increase aperture\n")); p.spawn(TextSpan::new("Arrow keys - Move objects\n")); p.spawn(TextSpan::new("3/4 - Decrease/Increase shutter speed\n")); p.spawn(TextSpan::new("5/6 - Decrease/Increase sensitivity\n")); p.spawn(TextSpan::new("R - Reset exposure")); }); // camera commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Exposure::from_physical_camera(**parameters), )); } fn update_exposure( key_input: Res>, mut parameters: ResMut, mut exposure: Single<&mut Exposure>, text: Single>, mut writer: TextUiWriter, ) { // TODO: Clamp values to a reasonable range let entity = *text; if key_input.just_pressed(KeyCode::Digit2) { parameters.aperture_f_stops *= 2.0; } else if key_input.just_pressed(KeyCode::Digit1) { parameters.aperture_f_stops *= 0.5; } if key_input.just_pressed(KeyCode::Digit4) { parameters.shutter_speed_s *= 2.0; } else if key_input.just_pressed(KeyCode::Digit3) { parameters.shutter_speed_s *= 0.5; } if key_input.just_pressed(KeyCode::Digit6) { parameters.sensitivity_iso += 100.0; } else if key_input.just_pressed(KeyCode::Digit5) { parameters.sensitivity_iso -= 100.0; } if key_input.just_pressed(KeyCode::KeyR) { *parameters = Parameters::default(); } *writer.text(entity, 1) = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops); *writer.text(entity, 2) = format!( "Shutter speed: 1/{:.0}s\n", 1.0 / parameters.shutter_speed_s ); *writer.text(entity, 3) = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso); **exposure = Exposure::from_physical_camera(**parameters); } fn animate_light_direction( time: Res