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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.
183 lines
6 KiB
Rust
183 lines
6 KiB
Rust
//! This example demonstrates Bevy's immediate mode drawing API intended for visual debugging.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_gizmo_group::<MyRoundGizmos>()
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_camera)
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.add_systems(Update, (draw_example_collection, update_config))
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.run();
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}
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// We can create our own gizmo config group!
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#[derive(Default, Reflect, GizmoConfigGroup)]
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struct MyRoundGizmos {}
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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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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
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..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(5.0, 5.0)),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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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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// light
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commands.spawn(PointLightBundle {
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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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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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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_section(
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"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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Press 'P' to toggle perspective for line gizmos\n\
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Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
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Hold 'Up' or 'Down' to change the line width of round gizmos\n\
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Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
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Press 'A' to show all AABB boxes\n\
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Press 'K' or 'J' to cycle through primitives rendered with gizmos\n\
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Press 'H' or 'L' to decrease/increase the amount of segments in the primitives",
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TextStyle {
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font_size: 20.,
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..default()
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},
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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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fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
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let mut transform = query.single_mut();
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
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}
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fn draw_example_collection(
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mut gizmos: Gizmos,
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mut my_gizmos: Gizmos<MyRoundGizmos>,
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time: Res<Time>,
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) {
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gizmos.cuboid(
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Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
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Color::BLACK,
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);
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gizmos.rect(
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Vec3::new(time.elapsed_seconds().cos() * 2.5, 1., 0.),
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Quat::from_rotation_y(PI / 2.),
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Vec2::splat(2.),
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Color::GREEN,
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);
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my_gizmos.sphere(Vec3::new(1., 0.5, 0.), Quat::IDENTITY, 0.5, Color::RED);
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for y in [0., 0.5, 1.] {
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gizmos.ray(
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Vec3::new(1., y, 0.),
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Vec3::new(-3., (time.elapsed_seconds() * 3.).sin(), 0.),
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Color::BLUE,
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);
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}
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my_gizmos
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.arc_3d(
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180.0_f32.to_radians(),
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0.2,
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Vec3::ONE,
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Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
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Color::ORANGE,
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)
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.segments(10);
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// Circles have 32 line-segments by default.
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my_gizmos.circle(Vec3::ZERO, Direction3d::Y, 3., Color::BLACK);
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// You may want to increase this for larger circles or spheres.
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my_gizmos
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.circle(Vec3::ZERO, Direction3d::Y, 3.1, Color::NAVY)
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.segments(64);
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my_gizmos
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.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
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.circle_segments(64);
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gizmos.arrow(Vec3::ZERO, Vec3::ONE * 1.5, Color::YELLOW);
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}
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fn update_config(
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mut config_store: ResMut<GizmoConfigStore>,
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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if keyboard.just_pressed(KeyCode::KeyD) {
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for (_, config, _) in config_store.iter_mut() {
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config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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}
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}
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if keyboard.just_pressed(KeyCode::KeyP) {
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for (_, config, _) in config_store.iter_mut() {
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// Toggle line_perspective
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config.line_perspective ^= true;
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// Increase the line width when line_perspective is on
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config.line_width *= if config.line_perspective { 5. } else { 1. / 5. };
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}
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}
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let (config, _) = config_store.config_mut::<DefaultGizmoConfigGroup>();
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if keyboard.pressed(KeyCode::ArrowRight) {
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config.line_width += 5. * time.delta_seconds();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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config.line_width -= 5. * time.delta_seconds();
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config.line_width = config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::Digit1) {
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config.enabled ^= true;
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}
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let (my_config, _) = config_store.config_mut::<MyRoundGizmos>();
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if keyboard.pressed(KeyCode::ArrowUp) {
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my_config.line_width += 5. * time.delta_seconds();
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my_config.line_width = my_config.line_width.clamp(0., 50.);
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}
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if keyboard.pressed(KeyCode::ArrowDown) {
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my_config.line_width -= 5. * time.delta_seconds();
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my_config.line_width = my_config.line_width.clamp(0., 50.);
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}
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if keyboard.just_pressed(KeyCode::Digit2) {
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my_config.enabled ^= true;
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}
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if keyboard.just_pressed(KeyCode::KeyA) {
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// AABB gizmos are normally only drawn on entities with a ShowAabbGizmo component
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// We can change this behaviour in the configuration of AabbGizmoGroup
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config_store.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
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}
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}
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