mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
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>
105 lines
3 KiB
Rust
105 lines
3 KiB
Rust
use bevy::{
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asset::LoadState,
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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};
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/// This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
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/// uniform variable.
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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MaterialPlugin::<ArrayTextureMaterial>::default(),
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))
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.add_systems(Startup, setup)
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.add_systems(Update, create_array_texture)
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.run();
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}
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#[derive(Resource)]
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struct LoadingTexture {
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is_loaded: bool,
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handle: Handle<Image>,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Start loading the texture.
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commands.insert_resource(LoadingTexture {
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is_loaded: false,
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handle: asset_server.load("textures/array_texture.png"),
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 150_000.0,
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..Default::default()
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},
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transform: Transform::from_xyz(-3.0, 2.0, -1.0),
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..Default::default()
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});
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 150_000.0,
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..Default::default()
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},
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transform: Transform::from_xyz(3.0, 2.0, 1.0),
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..Default::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(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
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..Default::default()
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});
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}
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fn create_array_texture(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut loading_texture: ResMut<LoadingTexture>,
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mut images: ResMut<Assets<Image>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ArrayTextureMaterial>>,
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) {
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if loading_texture.is_loaded
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|| asset_server.load_state(loading_texture.handle.clone()) != LoadState::Loaded
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{
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return;
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}
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loading_texture.is_loaded = true;
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let image = images.get_mut(&loading_texture.handle).unwrap();
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// Create a new array texture asset from the loaded texture.
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let array_layers = 4;
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image.reinterpret_stacked_2d_as_array(array_layers);
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// Spawn some cubes using the array texture
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let mesh_handle = meshes.add(shape::Cube { size: 1.0 });
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let material_handle = materials.add(ArrayTextureMaterial {
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array_texture: loading_texture.handle.clone(),
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});
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for x in -5..=5 {
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commands.spawn(MaterialMeshBundle {
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mesh: mesh_handle.clone(),
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material: material_handle.clone(),
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transform: Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
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..Default::default()
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});
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}
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct ArrayTextureMaterial {
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#[texture(0, dimension = "2d_array")]
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#[sampler(1)]
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array_texture: Handle<Image>,
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}
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impl Material for ArrayTextureMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/array_texture.wgsl".into()
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}
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}
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