use bevy_core::Byteable; use bevy_ecs::reflect::ReflectComponent; use bevy_reflect::Reflect; use bevy_render::{ camera::{CameraProjection, PerspectiveProjection}, color::Color, }; use bevy_transform::components::GlobalTransform; use std::ops::Range; /// A point light #[derive(Debug, Reflect)] #[reflect(Component)] pub struct Light { pub color: Color, pub fov: f32, pub depth: Range, pub intensity: f32, pub range: f32, } impl Default for Light { fn default() -> Self { Light { color: Color::rgb(1.0, 1.0, 1.0), depth: 0.1..50.0, fov: f32::to_radians(60.0), intensity: 200.0, range: 20.0, } } } #[repr(C)] #[derive(Debug, Clone, Copy)] pub(crate) struct LightRaw { pub proj: [[f32; 4]; 4], pub pos: [f32; 4], pub color: [f32; 4], } unsafe impl Byteable for LightRaw {} impl LightRaw { pub fn from(light: &Light, global_transform: &GlobalTransform) -> LightRaw { let perspective = PerspectiveProjection { fov: light.fov, aspect_ratio: 1.0, near: light.depth.start, far: light.depth.end, }; let proj = perspective.get_projection_matrix() * global_transform.compute_matrix(); let (x, y, z) = global_transform.translation.into(); // premultiply color by intensity // we don't use the alpha at all, so no reason to multiply only [0..3] let color: [f32; 4] = (light.color * light.intensity).into(); LightRaw { proj: proj.to_cols_array_2d(), pos: [x, y, z, 1.0 / (light.range * light.range)], // pos.w is the attenuation. color, } } } // Ambient light color. #[derive(Debug)] pub struct AmbientLight { pub color: Color, /// Color is premultiplied by brightness before being passed to the shader pub brightness: f32, } impl Default for AmbientLight { fn default() -> Self { Self { color: Color::rgb(1.0, 1.0, 1.0), brightness: 0.05, } } }