mirror of
https://github.com/bevyengine/bevy
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dd619a1087
# Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
373 lines
12 KiB
Rust
373 lines
12 KiB
Rust
//! A simple 3D scene with a spinning cube with a normal map and depth map to demonstrate parallax mapping.
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//! Press left mouse button to cycle through different views.
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use std::fmt;
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use bevy::{prelude::*, render::render_resource::TextureFormat, window::close_on_esc};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Normal(None))
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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spin,
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update_normal,
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move_camera,
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update_parallax_depth_scale,
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update_parallax_layers,
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switch_method,
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close_on_esc,
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),
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)
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.run();
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}
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#[derive(Component)]
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struct Spin {
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speed: f32,
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}
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/// The camera, used to move camera on click.
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#[derive(Component)]
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struct CameraController;
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const DEPTH_CHANGE_RATE: f32 = 0.1;
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const DEPTH_UPDATE_STEP: f32 = 0.03;
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const MAX_DEPTH: f32 = 0.3;
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struct TargetDepth(f32);
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impl Default for TargetDepth {
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fn default() -> Self {
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TargetDepth(0.09)
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}
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}
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struct TargetLayers(f32);
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impl Default for TargetLayers {
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fn default() -> Self {
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TargetLayers(5.0)
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}
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}
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struct CurrentMethod(ParallaxMappingMethod);
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impl Default for CurrentMethod {
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fn default() -> Self {
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CurrentMethod(ParallaxMappingMethod::Relief { max_steps: 4 })
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}
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}
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impl fmt::Display for CurrentMethod {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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match self.0 {
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ParallaxMappingMethod::Occlusion => write!(f, "Parallax Occlusion Mapping"),
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ParallaxMappingMethod::Relief { max_steps } => {
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write!(f, "Relief Mapping with {max_steps} steps")
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}
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}
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}
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}
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impl CurrentMethod {
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fn next_method(&mut self) {
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use ParallaxMappingMethod::*;
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self.0 = match self.0 {
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Occlusion => Relief { max_steps: 2 },
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Relief { max_steps } if max_steps < 3 => Relief { max_steps: 4 },
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Relief { max_steps } if max_steps < 5 => Relief { max_steps: 8 },
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Relief { .. } => Occlusion,
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}
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}
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}
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fn update_parallax_depth_scale(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut target_depth: Local<TargetDepth>,
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mut depth_update: Local<bool>,
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mut text: Query<&mut Text>,
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) {
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if input.just_pressed(KeyCode::Digit1) {
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target_depth.0 -= DEPTH_UPDATE_STEP;
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target_depth.0 = target_depth.0.max(0.0);
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*depth_update = true;
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}
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if input.just_pressed(KeyCode::Digit2) {
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target_depth.0 += DEPTH_UPDATE_STEP;
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target_depth.0 = target_depth.0.min(MAX_DEPTH);
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*depth_update = true;
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}
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if *depth_update {
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let mut text = text.single_mut();
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for (_, mat) in materials.iter_mut() {
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let current_depth = mat.parallax_depth_scale;
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let new_depth = current_depth.lerp(target_depth.0, DEPTH_CHANGE_RATE);
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mat.parallax_depth_scale = new_depth;
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text.sections[0].value = format!("Parallax depth scale: {new_depth:.5}\n");
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if (new_depth - current_depth).abs() <= 0.000000001 {
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*depth_update = false;
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}
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}
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}
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}
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fn switch_method(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut text: Query<&mut Text>,
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mut current: Local<CurrentMethod>,
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) {
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if input.just_pressed(KeyCode::Space) {
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current.next_method();
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} else {
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return;
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}
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let mut text = text.single_mut();
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text.sections[2].value = format!("Method: {}\n", *current);
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for (_, mat) in materials.iter_mut() {
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mat.parallax_mapping_method = current.0;
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}
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}
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fn update_parallax_layers(
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input: Res<ButtonInput<KeyCode>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut target_layers: Local<TargetLayers>,
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mut text: Query<&mut Text>,
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) {
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if input.just_pressed(KeyCode::Digit3) {
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target_layers.0 -= 1.0;
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target_layers.0 = target_layers.0.max(0.0);
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} else if input.just_pressed(KeyCode::Digit4) {
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target_layers.0 += 1.0;
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} else {
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return;
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}
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let layer_count = target_layers.0.exp2();
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let mut text = text.single_mut();
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text.sections[1].value = format!("Layers: {layer_count:.0}\n");
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for (_, mat) in materials.iter_mut() {
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mat.max_parallax_layer_count = layer_count;
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}
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}
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fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>) {
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for (mut transform, spin) in query.iter_mut() {
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transform.rotate_local_y(spin.speed * time.delta_seconds());
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transform.rotate_local_x(spin.speed * time.delta_seconds());
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transform.rotate_local_z(-spin.speed * time.delta_seconds());
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}
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}
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// Camera positions to cycle through when left-clicking.
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const CAMERA_POSITIONS: &[Transform] = &[
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Transform {
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translation: Vec3::new(1.5, 1.5, 1.5),
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rotation: Quat::from_xyzw(-0.279, 0.364, 0.115, 0.880),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(2.4, 0.0, 0.2),
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rotation: Quat::from_xyzw(0.094, 0.676, 0.116, 0.721),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(2.4, 2.6, -4.3),
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rotation: Quat::from_xyzw(0.170, 0.908, 0.308, 0.225),
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scale: Vec3::ONE,
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},
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Transform {
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translation: Vec3::new(-1.0, 0.8, -1.2),
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rotation: Quat::from_xyzw(-0.004, 0.909, 0.247, -0.335),
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scale: Vec3::ONE,
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},
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];
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fn move_camera(
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mut camera: Query<&mut Transform, With<CameraController>>,
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mut current_view: Local<usize>,
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button: Res<ButtonInput<MouseButton>>,
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) {
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let mut camera = camera.single_mut();
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if button.just_pressed(MouseButton::Left) {
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*current_view = (*current_view + 1) % CAMERA_POSITIONS.len();
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}
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let target = CAMERA_POSITIONS[*current_view];
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camera.translation = camera.translation.lerp(target.translation, 0.2);
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camera.rotation = camera.rotation.slerp(target.rotation, 0.2);
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}
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fn setup(
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut normal: ResMut<Normal>,
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asset_server: Res<AssetServer>,
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) {
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// The normal map. Note that to generate it in the GIMP image editor, you should
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// open the depth map, and do Filters → Generic → Normal Map
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// You should enable the "flip X" checkbox.
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let normal_handle = asset_server.load("textures/parallax_example/cube_normal.png");
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normal.0 = Some(normal_handle);
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// Camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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CameraController,
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));
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// light
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commands
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.spawn(PointLightBundle {
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transform: Transform::from_xyz(2.0, 1.0, -1.1),
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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})
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.with_children(|commands| {
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// represent the light source as a sphere
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let mesh = meshes.add(Sphere::new(0.05).mesh().ico(3).unwrap());
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commands.spawn(PbrBundle { mesh, ..default() });
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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(10.0, 10.0)),
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material: materials.add(StandardMaterial {
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// standard material derived from dark green, but
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// with roughness and reflectance set.
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perceptual_roughness: 0.45,
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reflectance: 0.18,
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..Color::rgb_u8(0, 80, 0).into()
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}),
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transform: Transform::from_xyz(0.0, -1.0, 0.0),
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..default()
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});
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let parallax_depth_scale = TargetDepth::default().0;
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let max_parallax_layer_count = TargetLayers::default().0.exp2();
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let parallax_mapping_method = CurrentMethod::default();
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let parallax_material = materials.add(StandardMaterial {
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perceptual_roughness: 0.4,
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base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
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normal_map_texture: normal.0.clone(),
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// The depth map is a greyscale texture where black is the highest level and
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// white the lowest.
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depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
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parallax_depth_scale,
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parallax_mapping_method: parallax_mapping_method.0,
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max_parallax_layer_count,
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..default()
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});
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(
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// NOTE: for normal maps and depth maps to work, the mesh
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// needs tangents generated.
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Mesh::from(Cuboid::default())
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.with_generated_tangents()
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.unwrap(),
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),
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material: parallax_material.clone_weak(),
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..default()
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},
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Spin { speed: 0.3 },
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));
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let background_cube = meshes.add(
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Mesh::from(Cuboid::new(40.0, 40.0, 40.0))
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.with_generated_tangents()
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.unwrap(),
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);
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let background_cube_bundle = |translation| {
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(
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PbrBundle {
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transform: Transform::from_translation(translation),
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mesh: background_cube.clone(),
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material: parallax_material.clone(),
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..default()
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},
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Spin { speed: -0.1 },
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)
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};
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commands.spawn(background_cube_bundle(Vec3::new(45., 0., 0.)));
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commands.spawn(background_cube_bundle(Vec3::new(-45., 0., 0.)));
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commands.spawn(background_cube_bundle(Vec3::new(0., 0., 45.)));
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commands.spawn(background_cube_bundle(Vec3::new(0., 0., -45.)));
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let style = TextStyle {
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font_size: 20.0,
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..default()
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};
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// example instructions
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commands.spawn(
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TextBundle::from_sections(vec![
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TextSection::new(
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format!("Parallax depth scale: {parallax_depth_scale:.5}\n"),
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style.clone(),
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),
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TextSection::new(
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format!("Layers: {max_parallax_layer_count:.0}\n"),
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style.clone(),
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),
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TextSection::new(format!("{parallax_mapping_method}\n"), style.clone()),
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TextSection::new("\n\n", style.clone()),
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TextSection::new("Controls:\n", style.clone()),
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TextSection::new("Left click - Change view angle\n", style.clone()),
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TextSection::new(
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"1/2 - Decrease/Increase parallax depth scale\n",
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style.clone(),
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),
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TextSection::new("3/4 - Decrease/Increase layer count\n", style.clone()),
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TextSection::new("Space - Switch parallaxing algorithm\n", style),
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])
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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/// Store handle of the normal to later modify its format in [`update_normal`].
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#[derive(Resource)]
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struct Normal(Option<Handle<Image>>);
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/// Work around the default bevy image loader.
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///
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/// The bevy image loader used by `AssetServer` always loads images in
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/// `Srgb` mode, which is usually what it should do,
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/// but is incompatible with normal maps.
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///
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/// Normal maps require a texture in linear color space,
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/// so we overwrite the format of the normal map we loaded through `AssetServer`
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/// in this system.
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///
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/// Note that this method of conversion is a last resort workaround. You should
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/// get your normal maps from a 3d model file, like gltf.
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///
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/// In this system, we wait until the image is loaded, immediately
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/// change its format and never run the logic afterward.
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fn update_normal(
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mut already_ran: Local<bool>,
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mut images: ResMut<Assets<Image>>,
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normal: Res<Normal>,
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) {
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if *already_ran {
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return;
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}
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if let Some(normal) = normal.0.as_ref() {
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if let Some(image) = images.get_mut(normal) {
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image.texture_descriptor.format = TextureFormat::Rgba8Unorm;
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*already_ran = true;
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}
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}
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}
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