mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
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`
142 lines
3.9 KiB
Rust
142 lines
3.9 KiB
Rust
//! Shows how to render UI to a texture. Useful for displaying UI in 3D space.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
render::{
|
|
camera::RenderTarget,
|
|
render_resource::{
|
|
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
|
|
},
|
|
},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, rotator_system)
|
|
.run();
|
|
}
|
|
|
|
// Marks the cube, to which the UI texture is applied.
|
|
#[derive(Component)]
|
|
struct Cube;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
) {
|
|
let size = Extent3d {
|
|
width: 512,
|
|
height: 512,
|
|
..default()
|
|
};
|
|
|
|
// This is the texture that will be rendered to.
|
|
let mut image = Image {
|
|
texture_descriptor: TextureDescriptor {
|
|
label: None,
|
|
size,
|
|
dimension: TextureDimension::D2,
|
|
format: TextureFormat::Bgra8UnormSrgb,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
usage: TextureUsages::TEXTURE_BINDING
|
|
| TextureUsages::COPY_DST
|
|
| TextureUsages::RENDER_ATTACHMENT,
|
|
view_formats: &[],
|
|
},
|
|
..default()
|
|
};
|
|
|
|
// fill image.data with zeroes
|
|
image.resize(size);
|
|
|
|
let image_handle = images.add(image);
|
|
|
|
// Light
|
|
commands.spawn(DirectionalLightBundle::default());
|
|
|
|
let texture_camera = commands
|
|
.spawn(Camera2dBundle {
|
|
camera: Camera {
|
|
// render before the "main pass" camera
|
|
order: -1,
|
|
target: RenderTarget::Image(image_handle.clone()),
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.id();
|
|
|
|
commands
|
|
.spawn((
|
|
NodeBundle {
|
|
style: Style {
|
|
// Cover the whole image
|
|
width: Val::Percent(100.),
|
|
height: Val::Percent(100.),
|
|
flex_direction: FlexDirection::Column,
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
background_color: Color::GOLD.into(),
|
|
..default()
|
|
},
|
|
TargetCamera(texture_camera),
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn(TextBundle::from_section(
|
|
"This is a cube",
|
|
TextStyle {
|
|
font_size: 40.0,
|
|
color: Color::BLACK,
|
|
..default()
|
|
},
|
|
));
|
|
});
|
|
|
|
let cube_size = 4.0;
|
|
let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
|
|
|
|
// This material has the texture that has been rendered.
|
|
let material_handle = materials.add(StandardMaterial {
|
|
base_color_texture: Some(image_handle),
|
|
reflectance: 0.02,
|
|
unlit: false,
|
|
|
|
..default()
|
|
});
|
|
|
|
// Cube with material containing the rendered UI texture.
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: cube_handle,
|
|
material: material_handle,
|
|
transform: Transform::from_xyz(0.0, 0.0, 1.5)
|
|
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
|
|
..default()
|
|
},
|
|
Cube,
|
|
));
|
|
|
|
// The main pass camera.
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
const ROTATION_SPEED: f32 = 0.5;
|
|
|
|
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_x(1.0 * time.delta_seconds() * ROTATION_SPEED);
|
|
transform.rotate_y(0.7 * time.delta_seconds() * ROTATION_SPEED);
|
|
}
|
|
}
|