bevy/examples/3d/transmission.rs
Carter Anderson dd619a1087
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# Objective

After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.

The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.

Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
 
Fixes #11577 

---

## Changelog

- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.

## Migration Guide

- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
2024-02-15 20:42:48 +00:00

643 lines
21 KiB
Rust

//! This example showcases light transmission
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:-----------------------------------------------------|
//! | `J`/`K`/`L`/`;` | Change Screen Space Transmission Quality |
//! | `O` / `P` | Decrease / Increase Screen Space Transmission Steps |
//! | `1` / `2` | Decrease / Increase Diffuse Transmission |
//! | `Q` / `W` | Decrease / Increase Specular Transmission |
//! | `A` / `S` | Decrease / Increase Thickness |
//! | `Z` / `X` | Decrease / Increase IOR |
//! | `E` / `R` | Decrease / Increase Perceptual Roughness |
//! | `U` / `I` | Decrease / Increase Reflectance |
//! | Arrow Keys | Control Camera |
//! | `C` | Randomize Colors |
//! | `H` | Toggle HDR + Bloom |
//! | `D` | Toggle Depth Prepass |
//! | `T` | Toggle TAA |
use std::f32::consts::PI;
use bevy::{
core_pipeline::{
bloom::BloomSettings, core_3d::ScreenSpaceTransmissionQuality, prepass::DepthPrepass,
tonemapping::Tonemapping,
},
pbr::{NotShadowCaster, PointLightShadowMap, TransmittedShadowReceiver},
prelude::*,
render::camera::{Exposure, TemporalJitter},
render::view::ColorGrading,
};
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
use bevy::core_pipeline::experimental::taa::{
TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
};
use rand::random;
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(Color::BLACK))
.insert_resource(PointLightShadowMap { size: 2048 })
.insert_resource(AmbientLight {
brightness: 0.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, (example_control_system, flicker_system));
// *Note:* TAA is not _required_ for specular transmission, but
// it _greatly enhances_ the look of the resulting blur effects.
// Sadly, it's not available under WebGL.
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
app.insert_resource(Msaa::Off)
.add_plugins(TemporalAntiAliasPlugin);
app.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
let cube_mesh = meshes.add(Cuboid::new(0.7, 0.7, 0.7));
let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
let cylinder_mesh = meshes.add(Cylinder::new(0.5, 2.0).mesh().resolution(50));
// Cube #1
commands.spawn((
PbrBundle {
mesh: cube_mesh.clone(),
material: materials.add(StandardMaterial::default()),
transform: Transform::from_xyz(0.25, 0.5, -2.0).with_rotation(Quat::from_euler(
EulerRot::XYZ,
1.4,
3.7,
21.3,
)),
..default()
},
ExampleControls {
color: true,
specular_transmission: false,
diffuse_transmission: false,
},
));
// Cube #2
commands.spawn((
PbrBundle {
mesh: cube_mesh,
material: materials.add(StandardMaterial::default()),
transform: Transform::from_xyz(-0.75, 0.7, -2.0).with_rotation(Quat::from_euler(
EulerRot::XYZ,
0.4,
2.3,
4.7,
)),
..default()
},
ExampleControls {
color: true,
specular_transmission: false,
diffuse_transmission: false,
},
));
// Candle
commands.spawn((
PbrBundle {
mesh: cylinder_mesh,
material: materials.add(StandardMaterial {
base_color: Color::rgba(0.9, 0.2, 0.3, 1.0),
diffuse_transmission: 0.7,
perceptual_roughness: 0.32,
thickness: 0.2,
..default()
}),
transform: Transform::from_xyz(-1.0, 0.0, 0.0),
..default()
},
ExampleControls {
color: true,
specular_transmission: false,
diffuse_transmission: true,
},
));
// Candle Flame
commands.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
emissive: Color::ANTIQUE_WHITE * 80.0 + Color::ORANGE_RED * 16.0,
diffuse_transmission: 1.0,
..default()
}),
transform: Transform::from_xyz(-1.0, 1.15, 0.0).with_scale(Vec3::new(0.1, 0.2, 0.1)),
..default()
},
Flicker,
NotShadowCaster,
));
// Glass Sphere
commands.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
..default()
}),
transform: Transform::from_xyz(1.0, 0.0, 0.0),
..default()
},
ExampleControls {
color: true,
specular_transmission: true,
diffuse_transmission: false,
},
));
// R Sphere
commands.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: Color::RED,
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
..default()
}),
transform: Transform::from_xyz(1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
..default()
},
ExampleControls {
color: true,
specular_transmission: true,
diffuse_transmission: false,
},
));
// G Sphere
commands.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: Color::GREEN,
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
..default()
}),
transform: Transform::from_xyz(0.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
..default()
},
ExampleControls {
color: true,
specular_transmission: true,
diffuse_transmission: false,
},
));
// B Sphere
commands.spawn((
PbrBundle {
mesh: icosphere_mesh,
material: materials.add(StandardMaterial {
base_color: Color::BLUE,
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
..default()
}),
transform: Transform::from_xyz(-1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
..default()
},
ExampleControls {
color: true,
specular_transmission: true,
diffuse_transmission: false,
},
));
// Chessboard Plane
let black_material = materials.add(StandardMaterial {
base_color: Color::BLACK,
reflectance: 0.3,
perceptual_roughness: 0.8,
..default()
});
let white_material = materials.add(StandardMaterial {
base_color: Color::WHITE,
reflectance: 0.3,
perceptual_roughness: 0.8,
..default()
});
for x in -3..4 {
for z in -3..4 {
commands.spawn((
PbrBundle {
mesh: plane_mesh.clone(),
material: if (x + z) % 2 == 0 {
black_material.clone()
} else {
white_material.clone()
},
transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
..default()
},
ExampleControls {
color: true,
specular_transmission: false,
diffuse_transmission: false,
},
));
}
}
// Paper
commands.spawn((
PbrBundle {
mesh: plane_mesh,
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
diffuse_transmission: 0.6,
perceptual_roughness: 0.8,
reflectance: 1.0,
double_sided: true,
cull_mode: None,
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, -3.0)
.with_scale(Vec3::new(2.0, 1.0, 1.0))
.with_rotation(Quat::from_euler(EulerRot::XYZ, PI / 2.0, 0.0, 0.0)),
..default()
},
TransmittedShadowReceiver,
ExampleControls {
specular_transmission: false,
color: false,
diffuse_transmission: true,
},
));
// Candle Light
commands.spawn((
PointLightBundle {
transform: Transform::from_xyz(-1.0, 1.7, 0.0),
point_light: PointLight {
color: Color::ANTIQUE_WHITE * 0.8 + Color::ORANGE_RED * 0.2,
intensity: 4_000.0,
radius: 0.2,
range: 5.0,
shadows_enabled: true,
..default()
},
..default()
},
Flicker,
));
// Camera
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
color_grading: ColorGrading {
post_saturation: 1.2,
..default()
},
tonemapping: Tonemapping::TonyMcMapface,
exposure: Exposure { ev100: 6.0 },
..default()
},
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
TemporalAntiAliasBundle::default(),
EnvironmentMapLight {
intensity: 25.0,
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
},
BloomSettings::default(),
));
// Controls Text
let text_style = TextStyle {
font_size: 18.0,
color: Color::WHITE,
..Default::default()
};
commands.spawn((
TextBundle::from_section("", text_style).with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
ExampleDisplay,
));
}
#[derive(Component)]
struct Flicker;
#[derive(Component)]
struct ExampleControls {
diffuse_transmission: bool,
specular_transmission: bool,
color: bool,
}
struct ExampleState {
diffuse_transmission: f32,
specular_transmission: f32,
thickness: f32,
ior: f32,
perceptual_roughness: f32,
reflectance: f32,
auto_camera: bool,
}
#[derive(Component)]
struct ExampleDisplay;
impl Default for ExampleState {
fn default() -> Self {
ExampleState {
diffuse_transmission: 0.5,
specular_transmission: 0.9,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
reflectance: 0.5,
auto_camera: true,
}
}
}
#[allow(clippy::too_many_arguments)]
fn example_control_system(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
mut camera: Query<
(
Entity,
&mut Camera,
&mut Camera3d,
&mut Transform,
Option<&DepthPrepass>,
Option<&TemporalJitter>,
),
With<Camera3d>,
>,
mut display: Query<&mut Text, With<ExampleDisplay>>,
mut state: Local<ExampleState>,
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.pressed(KeyCode::Digit2) {
state.diffuse_transmission = (state.diffuse_transmission + time.delta_seconds()).min(1.0);
} else if input.pressed(KeyCode::Digit1) {
state.diffuse_transmission = (state.diffuse_transmission - time.delta_seconds()).max(0.0);
}
if input.pressed(KeyCode::KeyW) {
state.specular_transmission = (state.specular_transmission + time.delta_seconds()).min(1.0);
} else if input.pressed(KeyCode::KeyQ) {
state.specular_transmission = (state.specular_transmission - time.delta_seconds()).max(0.0);
}
if input.pressed(KeyCode::KeyS) {
state.thickness = (state.thickness + time.delta_seconds()).min(5.0);
} else if input.pressed(KeyCode::KeyA) {
state.thickness = (state.thickness - time.delta_seconds()).max(0.0);
}
if input.pressed(KeyCode::KeyX) {
state.ior = (state.ior + time.delta_seconds()).min(3.0);
} else if input.pressed(KeyCode::KeyZ) {
state.ior = (state.ior - time.delta_seconds()).max(1.0);
}
if input.pressed(KeyCode::KeyI) {
state.reflectance = (state.reflectance + time.delta_seconds()).min(1.0);
} else if input.pressed(KeyCode::KeyU) {
state.reflectance = (state.reflectance - time.delta_seconds()).max(0.0);
}
if input.pressed(KeyCode::KeyR) {
state.perceptual_roughness = (state.perceptual_roughness + time.delta_seconds()).min(1.0);
} else if input.pressed(KeyCode::KeyE) {
state.perceptual_roughness = (state.perceptual_roughness - time.delta_seconds()).max(0.0);
}
let randomize_colors = input.just_pressed(KeyCode::KeyC);
for (material_handle, controls) in &controllable {
let material = materials.get_mut(material_handle).unwrap();
if controls.specular_transmission {
material.specular_transmission = state.specular_transmission;
material.thickness = state.thickness;
material.ior = state.ior;
material.perceptual_roughness = state.perceptual_roughness;
material.reflectance = state.reflectance;
}
if controls.diffuse_transmission {
material.diffuse_transmission = state.diffuse_transmission;
}
if controls.color && randomize_colors {
material.base_color.set_r(random());
material.base_color.set_g(random());
material.base_color.set_b(random());
}
}
let (
camera_entity,
mut camera,
mut camera_3d,
mut camera_transform,
depth_prepass,
temporal_jitter,
) = camera.single_mut();
if input.just_pressed(KeyCode::KeyH) {
camera.hdr = !camera.hdr;
}
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
if input.just_pressed(KeyCode::KeyD) {
if depth_prepass.is_none() {
commands.entity(camera_entity).insert(DepthPrepass);
} else {
commands.entity(camera_entity).remove::<DepthPrepass>();
}
}
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
if input.just_pressed(KeyCode::KeyT) {
if temporal_jitter.is_none() {
commands.entity(camera_entity).insert((
TemporalJitter::default(),
TemporalAntiAliasSettings::default(),
));
} else {
commands
.entity(camera_entity)
.remove::<(TemporalJitter, TemporalAntiAliasSettings)>();
}
}
if input.just_pressed(KeyCode::KeyO) && camera_3d.screen_space_specular_transmission_steps > 0 {
camera_3d.screen_space_specular_transmission_steps -= 1;
}
if input.just_pressed(KeyCode::KeyP) && camera_3d.screen_space_specular_transmission_steps < 4 {
camera_3d.screen_space_specular_transmission_steps += 1;
}
if input.just_pressed(KeyCode::KeyJ) {
camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::Low;
}
if input.just_pressed(KeyCode::KeyK) {
camera_3d.screen_space_specular_transmission_quality =
ScreenSpaceTransmissionQuality::Medium;
}
if input.just_pressed(KeyCode::KeyL) {
camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::High;
}
if input.just_pressed(KeyCode::Semicolon) {
camera_3d.screen_space_specular_transmission_quality =
ScreenSpaceTransmissionQuality::Ultra;
}
let rotation = if input.pressed(KeyCode::ArrowRight) {
state.auto_camera = false;
time.delta_seconds()
} else if input.pressed(KeyCode::ArrowLeft) {
state.auto_camera = false;
-time.delta_seconds()
} else if state.auto_camera {
time.delta_seconds() * 0.25
} else {
0.0
};
let distance_change =
if input.pressed(KeyCode::ArrowDown) && camera_transform.translation.length() < 25.0 {
time.delta_seconds()
} else if input.pressed(KeyCode::ArrowUp) && camera_transform.translation.length() > 2.0 {
-time.delta_seconds()
} else {
0.0
};
camera_transform.translation *= distance_change.exp();
camera_transform.rotate_around(
Vec3::ZERO,
Quat::from_euler(EulerRot::XYZ, 0.0, rotation, 0.0),
);
let mut display = display.single_mut();
display.sections[0].value = format!(
concat!(
" J / K / L / ; Screen Space Specular Transmissive Quality: {:?}\n",
" O / P Screen Space Specular Transmissive Steps: {}\n",
" 1 / 2 Diffuse Transmission: {:.2}\n",
" Q / W Specular Transmission: {:.2}\n",
" A / S Thickness: {:.2}\n",
" Z / X IOR: {:.2}\n",
" E / R Perceptual Roughness: {:.2}\n",
" U / I Reflectance: {:.2}\n",
" Arrow Keys Control Camera\n",
" C Randomize Colors\n",
" H HDR + Bloom: {}\n",
" D Depth Prepass: {}\n",
" T TAA: {}\n",
),
camera_3d.screen_space_specular_transmission_quality,
camera_3d.screen_space_specular_transmission_steps,
state.diffuse_transmission,
state.specular_transmission,
state.thickness,
state.ior,
state.perceptual_roughness,
state.reflectance,
if camera.hdr { "ON " } else { "OFF" },
if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
if depth_prepass.is_some() {
"ON "
} else {
"OFF"
}
} else {
"N/A (WebGL)"
},
if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
if temporal_jitter.is_some() {
if depth_prepass.is_some() {
"ON "
} else {
"N/A (Needs Depth Prepass)"
}
} else {
"OFF"
}
} else {
"N/A (WebGL)"
},
);
}
fn flicker_system(
mut flame: Query<&mut Transform, (With<Flicker>, With<Handle<Mesh>>)>,
mut light: Query<(&mut PointLight, &mut Transform), (With<Flicker>, Without<Handle<Mesh>>)>,
time: Res<Time>,
) {
let s = time.elapsed_seconds();
let a = (s * 6.0).cos() * 0.0125 + (s * 4.0).cos() * 0.025;
let b = (s * 5.0).cos() * 0.0125 + (s * 3.0).cos() * 0.025;
let c = (s * 7.0).cos() * 0.0125 + (s * 2.0).cos() * 0.025;
let (mut light, mut light_transform) = light.single_mut();
let mut flame_transform = flame.single_mut();
light.intensity = 4_000.0 + 3000.0 * (a + b + c);
flame_transform.translation = Vec3::new(-1.0, 1.23, 0.0);
flame_transform.look_at(Vec3::new(-1.0 - c, 1.7 - b, 0.0 - a), Vec3::X);
flame_transform.rotate(Quat::from_euler(EulerRot::XYZ, 0.0, 0.0, PI / 2.0));
light_transform.translation = Vec3::new(-1.0 - c, 1.7, 0.0 - a);
flame_transform.translation = Vec3::new(-1.0 - c, 1.23, 0.0 - a);
}