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https://github.com/bevyengine/bevy
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# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
347 lines
11 KiB
Rust
347 lines
11 KiB
Rust
//! Illustrates different lights of various types and colors, some static, some moving over
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//! a simple scene.
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::*,
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pbr::{light_consts, CascadeShadowConfigBuilder},
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prelude::*,
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render::camera::{Exposure, PhysicalCameraParameters},
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};
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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(Parameters(PhysicalCameraParameters {
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aperture_f_stops: 1.0,
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shutter_speed_s: 1.0 / 125.0,
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sensitivity_iso: 100.0,
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, (update_exposure, movement, animate_light_direction))
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.run();
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}
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#[derive(Resource, Default, Deref, DerefMut)]
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struct Parameters(PhysicalCameraParameters);
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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parameters: Res<Parameters>,
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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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asset_server: Res<AssetServer>,
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) {
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// ground 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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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// left wall
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let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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transform.rotate_z(PI / 2.);
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
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transform,
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material: materials.add(StandardMaterial {
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base_color: INDIGO.into(),
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// back (right) wall
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let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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transform.rotate_x(PI / 2.);
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
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transform,
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material: materials.add(StandardMaterial {
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base_color: INDIGO.into(),
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// Bevy logo to demonstrate alpha mask shadows
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let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
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transform.rotate_y(PI / 8.);
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Rectangle::new(2.0, 0.5)),
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transform,
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material: materials.add(StandardMaterial {
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base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
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perceptual_roughness: 1.0,
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alpha_mode: AlphaMode::Mask(0.5),
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cull_mode: None,
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..default()
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}),
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..default()
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},
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Movable,
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));
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// cube
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(StandardMaterial {
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base_color: PINK.into(),
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..default()
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}),
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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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Movable,
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));
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// sphere
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Sphere::new(0.5).mesh().uv(32, 18)),
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material: materials.add(StandardMaterial {
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base_color: LIMEGREEN.into(),
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..default()
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}),
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transform: Transform::from_xyz(1.5, 1.0, 1.5),
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..default()
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},
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Movable,
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));
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// ambient light
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commands.insert_resource(AmbientLight {
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color: ORANGE_RED.into(),
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brightness: 0.02,
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});
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// red point light
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commands
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.spawn(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(1.0, 2.0, 0.0),
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point_light: PointLight {
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intensity: 100_000.0,
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color: RED.into(),
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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(|builder| {
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builder.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
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material: materials.add(StandardMaterial {
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base_color: RED.into(),
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emissive: Color::linear_rgba(7.13, 0.0, 0.0, 0.0),
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..default()
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}),
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..default()
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});
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});
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// green spot light
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commands
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.spawn(SpotLightBundle {
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transform: Transform::from_xyz(-1.0, 2.0, 0.0)
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.looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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spot_light: SpotLight {
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intensity: 100_000.0,
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color: GREEN.into(),
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shadows_enabled: true,
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inner_angle: 0.6,
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outer_angle: 0.8,
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..default()
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},
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..default()
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})
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.with_children(|builder| {
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builder.spawn(PbrBundle {
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transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
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mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
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material: materials.add(StandardMaterial {
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base_color: GREEN.into(),
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emissive: Color::linear_rgba(0.0, 7.13, 0.0, 0.0),
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..default()
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}),
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..default()
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});
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});
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// blue point light
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commands
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.spawn(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(0.0, 4.0, 0.0),
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point_light: PointLight {
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intensity: 100_000.0,
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color: BLUE.into(),
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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(|builder| {
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builder.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
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material: materials.add(StandardMaterial {
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base_color: BLUE.into(),
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emissive: Color::linear_rgba(0.0, 0.0, 7.13, 0.0),
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..default()
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}),
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..default()
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});
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});
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// directional 'sun' light
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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transform: Transform {
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translation: Vec3::new(0.0, 2.0, 0.0),
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rotation: Quat::from_rotation_x(-PI / 4.),
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..default()
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},
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// The default cascade config is designed to handle large scenes.
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// As this example has a much smaller world, we can tighten the shadow
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// bounds for better visual quality.
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cascade_shadow_config: CascadeShadowConfigBuilder {
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first_cascade_far_bound: 4.0,
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maximum_distance: 10.0,
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..default()
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}
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.into(),
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..default()
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});
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// example instructions
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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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commands.spawn(
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TextBundle::from_sections(vec![
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TextSection::new(
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format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops),
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style.clone(),
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),
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TextSection::new(
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format!(
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"Shutter speed: 1/{:.0}s\n",
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1.0 / parameters.shutter_speed_s
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),
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style.clone(),
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),
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TextSection::new(
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format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso),
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style.clone(),
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),
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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("---------------\n", style.clone()),
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TextSection::new("Arrow keys - Move objects\n", style.clone()),
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TextSection::new("1/2 - Decrease/Increase aperture\n", style.clone()),
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TextSection::new("3/4 - Decrease/Increase shutter speed\n", style.clone()),
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TextSection::new("5/6 - Decrease/Increase sensitivity\n", style.clone()),
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TextSection::new("R - Reset exposure", 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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// 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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exposure: Exposure::from_physical_camera(**parameters),
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..default()
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});
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}
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fn update_exposure(
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key_input: Res<ButtonInput<KeyCode>>,
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mut parameters: ResMut<Parameters>,
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mut exposure: Query<&mut Exposure>,
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mut text: Query<&mut Text>,
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) {
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// TODO: Clamp values to a reasonable range
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let mut text = text.single_mut();
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if key_input.just_pressed(KeyCode::Digit2) {
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parameters.aperture_f_stops *= 2.0;
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} else if key_input.just_pressed(KeyCode::Digit1) {
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parameters.aperture_f_stops *= 0.5;
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}
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if key_input.just_pressed(KeyCode::Digit4) {
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parameters.shutter_speed_s *= 2.0;
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} else if key_input.just_pressed(KeyCode::Digit3) {
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parameters.shutter_speed_s *= 0.5;
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}
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if key_input.just_pressed(KeyCode::Digit6) {
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parameters.sensitivity_iso += 100.0;
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} else if key_input.just_pressed(KeyCode::Digit5) {
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parameters.sensitivity_iso -= 100.0;
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}
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if key_input.just_pressed(KeyCode::KeyR) {
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*parameters = Parameters::default();
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}
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text.sections[0].value = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
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text.sections[1].value = format!(
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"Shutter speed: 1/{:.0}s\n",
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1.0 / parameters.shutter_speed_s
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);
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text.sections[2].value = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
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*exposure.single_mut() = Exposure::from_physical_camera(**parameters);
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}
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() * 0.5);
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}
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}
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fn movement(
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::ArrowDown) {
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direction.y -= 1.0;
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}
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if input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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transform.translation += time.delta_seconds() * 2.0 * direction;
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}
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}
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