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>
169 lines
5 KiB
Rust
169 lines
5 KiB
Rust
//! Showcases wireframe rendering.
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//!
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//! Wireframes currently do not work when using webgl or webgpu.
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//! Supported platforms:
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//! - DX12
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//! - Vulkan
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//! - Metal
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//!
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//! This is a native only feature.
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use bevy::{
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pbr::wireframe::{NoWireframe, Wireframe, WireframeColor, WireframeConfig, WireframePlugin},
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prelude::*,
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render::{
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render_resource::WgpuFeatures,
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settings::{RenderCreation, WgpuSettings},
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RenderPlugin,
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},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(RenderPlugin {
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render_creation: RenderCreation::Automatic(WgpuSettings {
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// WARN this is a native only feature. It will not work with webgl or webgpu
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features: WgpuFeatures::POLYGON_MODE_LINE,
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..default()
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}),
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}),
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// You need to add this plugin to enable wireframe rendering
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WireframePlugin,
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))
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// Wireframes can be configured with this resource. This can be changed at runtime.
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.insert_resource(WireframeConfig {
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// The global wireframe config enables drawing of wireframes on every mesh,
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// except those with `NoWireframe`. Meshes with `Wireframe` will always have a wireframe,
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// regardless of the global configuration.
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global: true,
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// Controls the default color of all wireframes. Used as the default color for global wireframes.
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// Can be changed per mesh using the `WireframeColor` component.
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default_color: Color::WHITE,
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})
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.add_systems(Startup, setup)
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.add_systems(Update, update_colors)
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.run();
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}
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/// set up a simple 3D scene
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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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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(5.0)),
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material: materials.add(Color::BLUE),
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..default()
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});
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// Red cube: Never renders a wireframe
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(shape::Cube { size: 1.0 }),
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material: materials.add(Color::RED),
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transform: Transform::from_xyz(-1.0, 0.5, -1.0),
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..default()
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},
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NoWireframe,
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));
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// Orange cube: Follows global wireframe setting
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Cube { size: 1.0 }),
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material: materials.add(Color::ORANGE),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// Green cube: Always renders a wireframe
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(shape::Cube { size: 1.0 }),
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material: materials.add(Color::GREEN),
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transform: Transform::from_xyz(1.0, 0.5, 1.0),
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..default()
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},
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Wireframe,
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// This lets you configure the wireframe color of this entity.
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// If not set, this will use the color in `WireframeConfig`
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WireframeColor {
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color: Color::GREEN,
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},
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));
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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point_light: PointLight {
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intensity: 150_000.0,
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..default()
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},
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..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(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Text used to show controls
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commands.spawn(
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TextBundle::from_section("", TextStyle::default()).with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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);
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}
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/// This system let's you toggle various wireframe settings
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fn update_colors(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut config: ResMut<WireframeConfig>,
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mut wireframe_colors: Query<&mut WireframeColor>,
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mut text: Query<&mut Text>,
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) {
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text.single_mut().sections[0].value = format!(
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"
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Controls
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---------------
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Z - Toggle global
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X - Change global color
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C - Change color of the green cube wireframe
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WireframeConfig
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-------------
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Global: {}
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Color: {:?}
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",
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config.global, config.default_color,
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);
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// Toggle showing a wireframe on all meshes
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if keyboard_input.just_pressed(KeyCode::KeyZ) {
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config.global = !config.global;
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}
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// Toggle the global wireframe color
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if keyboard_input.just_pressed(KeyCode::KeyX) {
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config.default_color = if config.default_color == Color::WHITE {
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Color::PINK
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} else {
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Color::WHITE
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};
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}
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// Toggle the color of a wireframe using WireframeColor and not the global color
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if keyboard_input.just_pressed(KeyCode::KeyC) {
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for mut color in &mut wireframe_colors {
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color.color = if color.color == Color::GREEN {
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Color::RED
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} else {
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Color::GREEN
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};
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}
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}
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}
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