mirror of
https://github.com/bevyengine/bevy
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fcd7c0fc3d
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
74 lines
2.2 KiB
Rust
74 lines
2.2 KiB
Rust
//! Demonstrates how lighting is affected by different radius of point lights.
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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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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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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(100.0)),
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material: materials.add(StandardMaterial {
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base_color: Color::rgb(0.2, 0.2, 0.2),
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perceptual_roughness: 0.08,
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..default()
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}),
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..default()
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});
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const COUNT: usize = 6;
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let position_range = -2.0..2.0;
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let radius_range = 0.0..0.4;
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let pos_len = position_range.end - position_range.start;
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let radius_len = radius_range.end - radius_range.start;
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let mesh = meshes.add(shape::UVSphere {
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sectors: 128,
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stacks: 64,
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..default()
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});
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for i in 0..COUNT {
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let percent = i as f32 / COUNT as f32;
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let radius = radius_range.start + percent * radius_len;
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// sphere light
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commands
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.spawn(PbrBundle {
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mesh: mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color: Color::rgb(0.5, 0.5, 1.0),
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unlit: true,
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..default()
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}),
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transform: Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0)
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.with_scale(Vec3::splat(radius)),
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..default()
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})
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.with_children(|children| {
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children.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 100_000.0,
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radius,
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color: Color::rgb(0.2, 0.2, 1.0),
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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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}
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}
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