bevy/examples/3d/lighting.rs
Joona Aalto 0166db33f7
Deprecate shapes in bevy_render::mesh::shape (#11773)
# Objective

#11431 and #11688 implemented meshing support for Bevy's new geometric
primitives. The next step is to deprecate the shapes in
`bevy_render::mesh::shape` and to later remove them completely for 0.14.

## Solution

Deprecate the shapes and reduce code duplication by utilizing the
primitive meshing API for the old shapes where possible.

Note that some shapes have behavior that can't be exactly reproduced
with the new primitives yet:

- `Box` is more of an AABB with min/max extents
- `Plane` supports a subdivision count
- `Quad` has a `flipped` property

These types have not been changed to utilize the new primitives yet.

---

## Changelog

- Deprecated all shapes in `bevy_render::mesh::shape`
- Changed all examples to use new primitives for meshing

## Migration Guide

Bevy has previously used rendering-specific types like `UVSphere` and
`Quad` for primitive mesh shapes. These have now been deprecated to use
the geometric primitives newly introduced in version 0.13.

Some examples:

```rust
let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0));
let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0));

let before = meshes.add(shape::Quad::default());
let after = meshes.add(Rectangle::default());

let before = meshes.add(shape::Plane::from_size(5.0));
// The surface normal can now also be specified when using `new`
let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0));

let before = meshes.add(
    Mesh::try_from(shape::Icosphere {
        radius: 0.5,
        subdivisions: 5,
    })
    .unwrap(),
);
let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
```
2024-02-08 18:01:34 +00:00

348 lines
11 KiB
Rust

//! Illustrates different lights of various types and colors, some static, some moving over
//! a simple scene.
use std::f32::consts::PI;
use bevy::{
pbr::CascadeShadowConfigBuilder,
prelude::*,
render::camera::{ExposureSettings, PhysicalCameraParameters},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(Parameters(PhysicalCameraParameters {
aperture_f_stops: 1.0,
shutter_speed_s: 1.0 / 15.0,
sensitivity_iso: 400.0,
}))
.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<Parameters>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// 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: Color::INDIGO,
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: Color::INDIGO,
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: Color::PINK,
..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: Color::LIME_GREEN,
..default()
}),
transform: Transform::from_xyz(1.5, 1.0, 1.5),
..default()
},
Movable,
));
// ambient light
commands.insert_resource(AmbientLight {
color: Color::ORANGE_RED,
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: 4000.0, // lumens - roughly a 300W non-halogen incandescent bulb
color: Color::RED,
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: Color::RED,
emissive: Color::rgba_linear(7.13, 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: 4000.0, // lumens - roughly a 300W non-halogen incandescent bulb
color: Color::GREEN,
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: Color::GREEN,
emissive: Color::rgba_linear(0.0, 7.13, 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: 4000.0, // lumens - roughly a 300W non-halogen incandescent bulb
color: Color::BLUE,
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: Color::BLUE,
emissive: Color::rgba_linear(0.0, 0.0, 7.13, 0.0),
..default()
}),
..default()
});
});
// directional 'sun' light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 100.0,
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),
..default()
},
ExposureSettings::from_physical_camera(**parameters),
));
}
fn update_exposure(
key_input: Res<ButtonInput<KeyCode>>,
mut parameters: ResMut<Parameters>,
mut query: Query<&mut ExposureSettings>,
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);
*query.single_mut() = ExposureSettings::from_physical_camera(**parameters);
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() * 0.5);
}
}
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.y += 1.0;
}
if input.pressed(KeyCode::ArrowDown) {
direction.y -= 1.0;
}
if input.pressed(KeyCode::ArrowLeft) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::ArrowRight) {
direction.x += 1.0;
}
transform.translation += time.delta_seconds() * 2.0 * direction;
}
}