bevy/examples/3d/pbr.rs
Carter Anderson dd619a1087
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# 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.
2024-02-15 20:42:48 +00:00

156 lines
4.6 KiB
Rust

//! This example shows how to configure Physically Based Rendering (PBR) parameters.
use bevy::{asset::LoadState, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, environment_map_load_finish)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let sphere_mesh = meshes.add(Sphere::new(0.45));
// add entities to the world
for y in -2..=2 {
for x in -5..=5 {
let x01 = (x + 5) as f32 / 10.0;
let y01 = (y + 2) as f32 / 4.0;
// sphere
commands.spawn(PbrBundle {
mesh: sphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: Color::hex("#ffd891").unwrap(),
// vary key PBR parameters on a grid of spheres to show the effect
metallic: y01,
perceptual_roughness: x01,
..default()
}),
transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
..default()
});
}
}
// unlit sphere
commands.spawn(PbrBundle {
mesh: sphere_mesh,
material: materials.add(StandardMaterial {
base_color: Color::hex("#ffd891").unwrap(),
// vary key PBR parameters on a grid of spheres to show the effect
unlit: true,
..default()
}),
transform: Transform::from_xyz(-5.0, -2.5, 0.0),
..default()
});
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(50.0, 50.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
directional_light: DirectionalLight {
illuminance: 1_500.,
..default()
},
..default()
});
// labels
commands.spawn(
TextBundle::from_section(
"Perceptual Roughness",
TextStyle {
font_size: 36.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(20.0),
left: Val::Px(100.0),
..default()
}),
);
commands.spawn(TextBundle {
text: Text::from_section(
"Metallic",
TextStyle {
font_size: 36.0,
..default()
},
),
style: Style {
position_type: PositionType::Absolute,
top: Val::Px(130.0),
right: Val::ZERO,
..default()
},
transform: Transform {
rotation: Quat::from_rotation_z(std::f32::consts::PI / 2.0),
..default()
},
..default()
});
commands.spawn((
TextBundle::from_section(
"Loading Environment Map...",
TextStyle {
font_size: 36.0,
color: Color::RED,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(20.0),
right: Val::Px(20.0),
..default()
}),
EnvironmentMapLabel,
));
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
projection: OrthographicProjection {
scale: 0.01,
..default()
}
.into(),
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 900.0,
},
));
}
fn environment_map_load_finish(
mut commands: Commands,
asset_server: Res<AssetServer>,
environment_maps: Query<&EnvironmentMapLight>,
label_query: Query<Entity, With<EnvironmentMapLabel>>,
) {
if let Ok(environment_map) = environment_maps.get_single() {
if asset_server.load_state(&environment_map.diffuse_map) == LoadState::Loaded
&& asset_server.load_state(&environment_map.specular_map) == LoadState::Loaded
{
if let Ok(label_entity) = label_query.get_single() {
commands.entity(label_entity).despawn();
}
}
}
}
#[derive(Component)]
struct EnvironmentMapLabel;