mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
a796d53a05
# Objective - Prep for https://github.com/bevyengine/bevy/pull/10164 - Make deferred_lighting_pass_id a ColorAttachment - Correctly extract shadow view frusta so that the view uniforms get populated - Make some needed things public - Misc formatting
170 lines
5.1 KiB
Rust
170 lines
5.1 KiB
Rust
use std::f32::consts::*;
|
|
|
|
use bevy::{
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
pbr::NotShadowCaster,
|
|
prelude::*,
|
|
};
|
|
use rand::{rngs::StdRng, Rng, SeedableRng};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(AmbientLight {
|
|
brightness: 4.0,
|
|
..default()
|
|
})
|
|
.add_plugins((
|
|
DefaultPlugins,
|
|
FrameTimeDiagnosticsPlugin,
|
|
LogDiagnosticsPlugin::default(),
|
|
))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (light_sway, movement))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Movable;
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// ground plane
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Plane::from_size(100.0)),
|
|
material: materials.add(Color::WHITE),
|
|
..default()
|
|
});
|
|
|
|
// cubes
|
|
let mut rng = StdRng::seed_from_u64(19878367467713);
|
|
let cube_mesh = meshes.add(shape::Cube { size: 0.5 });
|
|
let blue = materials.add(Color::rgb_u8(124, 144, 255));
|
|
for _ in 0..40 {
|
|
let x = rng.gen_range(-5.0..5.0);
|
|
let y = rng.gen_range(0.0..3.0);
|
|
let z = rng.gen_range(-5.0..5.0);
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: cube_mesh.clone(),
|
|
material: blue.clone(),
|
|
transform: Transform::from_xyz(x, y, z),
|
|
..default()
|
|
},
|
|
Movable,
|
|
));
|
|
}
|
|
|
|
let sphere_mesh = meshes.add(shape::UVSphere {
|
|
radius: 0.05,
|
|
..default()
|
|
});
|
|
let sphere_mesh_direction = meshes.add(shape::UVSphere {
|
|
radius: 0.1,
|
|
..default()
|
|
});
|
|
let red_emissive = materials.add(StandardMaterial {
|
|
base_color: Color::RED,
|
|
emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
let maroon_emissive = materials.add(StandardMaterial {
|
|
base_color: Color::MAROON,
|
|
emissive: Color::rgba_linear(50.0, 0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
for x in 0..4 {
|
|
for z in 0..4 {
|
|
let x = x as f32 - 2.0;
|
|
let z = z as f32 - 2.0;
|
|
// red spot_light
|
|
commands
|
|
.spawn(SpotLightBundle {
|
|
transform: Transform::from_xyz(1.0 + x, 2.0, z)
|
|
.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
|
|
spot_light: SpotLight {
|
|
intensity: 100_000.0, // lumens
|
|
color: Color::WHITE,
|
|
shadows_enabled: true,
|
|
inner_angle: PI / 4.0 * 0.85,
|
|
outer_angle: PI / 4.0,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn(PbrBundle {
|
|
mesh: sphere_mesh.clone(),
|
|
material: red_emissive.clone(),
|
|
..default()
|
|
});
|
|
builder.spawn((
|
|
PbrBundle {
|
|
transform: Transform::from_translation(Vec3::Z * -0.1),
|
|
mesh: sphere_mesh_direction.clone(),
|
|
material: maroon_emissive.clone(),
|
|
..default()
|
|
},
|
|
NotShadowCaster,
|
|
));
|
|
});
|
|
}
|
|
}
|
|
|
|
// camera
|
|
commands.spawn((Camera3dBundle {
|
|
camera: Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
},));
|
|
}
|
|
|
|
fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
|
|
for (mut transform, mut angles) in query.iter_mut() {
|
|
transform.rotation = Quat::from_euler(
|
|
EulerRot::XYZ,
|
|
-FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
|
|
(time.elapsed_seconds() * 3.0).sin() * 0.5,
|
|
0.0,
|
|
);
|
|
let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
|
|
angles.inner_angle = angle * 0.8;
|
|
angles.outer_angle = angle;
|
|
}
|
|
}
|
|
|
|
fn movement(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<Movable>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
let mut direction = Vec3::ZERO;
|
|
if input.pressed(KeyCode::ArrowUp) {
|
|
direction.z -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowDown) {
|
|
direction.z += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowLeft) {
|
|
direction.x -= 1.0;
|
|
}
|
|
if input.pressed(KeyCode::ArrowRight) {
|
|
direction.x += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::PageUp) {
|
|
direction.y += 1.0;
|
|
}
|
|
if input.pressed(KeyCode::PageDown) {
|
|
direction.y -= 1.0;
|
|
}
|
|
|
|
transform.translation += time.delta_seconds() * 2.0 * direction;
|
|
}
|
|
}
|