//! Demonstrates how lighting is affected by different radius of point lights. use bevy::prelude::*; fn main() { App::new() .insert_resource(ClearColor(Color::BLACK)) .add_plugins(DefaultPlugins) .add_startup_system(setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(1.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); // plane commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })), material: materials.add(StandardMaterial { base_color: Color::rgb(0.2, 0.2, 0.2), perceptual_roughness: 0.08, ..default() }), ..default() }); const COUNT: usize = 6; let position_range = -4.0..4.0; let radius_range = 0.0..0.8; let pos_len = position_range.end - position_range.start; let radius_len = radius_range.end - radius_range.start; let mesh = meshes.add(Mesh::from(shape::UVSphere { sectors: 128, stacks: 64, ..default() })); for i in 0..COUNT { let percent = i as f32 / COUNT as f32; let radius = radius_range.start + percent * radius_len; // sphere light commands .spawn_bundle(PbrBundle { mesh: mesh.clone(), material: materials.add(StandardMaterial { base_color: Color::rgb(0.5, 0.5, 1.0), unlit: true, ..default() }), transform: Transform::from_xyz(position_range.start + percent * pos_len, 0.6, 0.0) .with_scale(Vec3::splat(radius)), ..default() }) .with_children(|children| { children.spawn_bundle(PointLightBundle { point_light: PointLight { intensity: 1500.0, radius, color: Color::rgb(0.2, 0.2, 1.0), ..default() }, ..default() }); }); } }