//! 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(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)), material: materials.add(StandardMaterial { base_color: Color::WHITE, perceptual_roughness: 1.0, ..default() }), ..default() }); // left wall let mut transform = Transform::from_xyz(2.5, 2.5, 0.0); transform.rotate_z(PI / 2.); commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)), transform, material: materials.add(StandardMaterial { base_color: INDIGO.into(), perceptual_roughness: 1.0, ..default() }), ..default() }); // back (right) wall let mut transform = Transform::from_xyz(0.0, 2.5, -2.5); transform.rotate_x(PI / 2.); commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)), transform, material: materials.add(StandardMaterial { base_color: INDIGO.into(), perceptual_roughness: 1.0, ..default() }), ..default() }); // 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(( PbrBundle { mesh: meshes.add(Rectangle::new(2.0, 0.5)), transform, material: 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() }), ..default() }, Movable, )); // cube commands.spawn(( PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(StandardMaterial { base_color: DEEP_PINK.into(), ..default() }), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }, Movable, )); // sphere commands.spawn(( PbrBundle { mesh: meshes.add(Sphere::new(0.5).mesh().uv(32, 18)), material: materials.add(StandardMaterial { base_color: LIMEGREEN.into(), ..default() }), transform: Transform::from_xyz(1.5, 1.0, 1.5), ..default() }, Movable, )); // ambient light commands.insert_resource(AmbientLight { color: ORANGE_RED.into(), brightness: 0.02, }); // red point light commands .spawn(PointLightBundle { // transform: Transform::from_xyz(5.0, 8.0, 2.0), transform: Transform::from_xyz(1.0, 2.0, 0.0), point_light: PointLight { intensity: 100_000.0, color: RED.into(), shadows_enabled: true, ..default() }, ..default() }) .with_children(|builder| { builder.spawn(PbrBundle { mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)), material: materials.add(StandardMaterial { base_color: RED.into(), emissive: LinearRgba::new(4.0, 0.0, 0.0, 0.0), ..default() }), ..default() }); }); // green spot light commands .spawn(SpotLightBundle { transform: Transform::from_xyz(-1.0, 2.0, 0.0) .looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z), spot_light: SpotLight { intensity: 100_000.0, color: LIME.into(), shadows_enabled: true, inner_angle: 0.6, outer_angle: 0.8, ..default() }, ..default() }) .with_children(|builder| { builder.spawn(PbrBundle { transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)), mesh: meshes.add(Capsule3d::new(0.1, 0.125)), material: materials.add(StandardMaterial { base_color: LIME.into(), emissive: LinearRgba::new(0.0, 4.0, 0.0, 0.0), ..default() }), ..default() }); }); // blue point light commands .spawn(PointLightBundle { // transform: Transform::from_xyz(5.0, 8.0, 2.0), transform: Transform::from_xyz(0.0, 4.0, 0.0), point_light: PointLight { intensity: 100_000.0, color: BLUE.into(), shadows_enabled: true, ..default() }, ..default() }) .with_children(|builder| { builder.spawn(PbrBundle { mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)), material: materials.add(StandardMaterial { base_color: BLUE.into(), emissive: LinearRgba::new(0.0, 0.0, 713.0, 0.0), ..default() }), ..default() }); }); // directional 'sun' light commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: light_consts::lux::OVERCAST_DAY, shadows_enabled: true, ..default() }, transform: 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. cascade_shadow_config: CascadeShadowConfigBuilder { first_cascade_far_bound: 4.0, maximum_distance: 10.0, ..default() } .into(), ..default() }); // example instructions let style = TextStyle { font_size: 20.0, ..default() }; commands.spawn( TextBundle::from_sections(vec![ TextSection::new( format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops), style.clone(), ), TextSection::new( format!( "Shutter speed: 1/{:.0}s\n", 1.0 / parameters.shutter_speed_s ), style.clone(), ), TextSection::new( format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso), style.clone(), ), TextSection::new("\n\n", style.clone()), TextSection::new("Controls\n", style.clone()), TextSection::new("---------------\n", style.clone()), TextSection::new("Arrow keys - Move objects\n", style.clone()), TextSection::new("1/2 - Decrease/Increase aperture\n", style.clone()), TextSection::new("3/4 - Decrease/Increase shutter speed\n", style.clone()), TextSection::new("5/6 - Decrease/Increase sensitivity\n", style.clone()), TextSection::new("R - Reset exposure", style), ]) .with_style(Style { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }), ); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), exposure: Exposure::from_physical_camera(**parameters), ..default() }); } fn update_exposure( key_input: Res>, mut parameters: ResMut, mut exposure: Query<&mut Exposure>, mut text: Query<&mut Text>, ) { // TODO: Clamp values to a reasonable range let mut text = text.single_mut(); 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(); } text.sections[0].value = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops); text.sections[1].value = format!( "Shutter speed: 1/{:.0}s\n", 1.0 / parameters.shutter_speed_s ); text.sections[2].value = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso); *exposure.single_mut() = Exposure::from_physical_camera(**parameters); } fn animate_light_direction( time: Res