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https://github.com/bevyengine/bevy
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dc9b486650
# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0`
61 lines
1.6 KiB
Rust
61 lines
1.6 KiB
Rust
//! Renders two 3d passes to the same window from different perspectives.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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..default()
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});
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// Cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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// renders after / on top of the main camera
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order: 1,
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clear_color: ClearColorConfig::None,
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..default()
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},
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..default()
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});
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}
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