bevy/examples/3d/3d_gizmos.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

183 lines
6 KiB
Rust

//! This example demonstrates Bevy's immediate mode drawing API intended for visual debugging.
use std::f32::consts::PI;
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_gizmo_group::<MyRoundGizmos>()
.add_systems(Startup, setup)
.add_systems(Update, rotate_camera)
.add_systems(Update, (draw_example_collection, update_config))
.run();
}
// We can create our own gizmo config group!
#[derive(Default, Reflect, GizmoConfigGroup)]
struct MyRoundGizmos {}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0., 1.5, 6.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// example instructions
commands.spawn(
TextBundle::from_section(
"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
Press 'P' to toggle perspective for line gizmos\n\
Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
Hold 'Up' or 'Down' to change the line width of round gizmos\n\
Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
Press 'A' to show all AABB boxes\n\
Press 'K' or 'J' to cycle through primitives rendered with gizmos\n\
Press 'H' or 'L' to decrease/increase the amount of segments in the primitives",
TextStyle {
font_size: 20.,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
fn rotate_camera(mut query: Query<&mut Transform, With<Camera>>, time: Res<Time>) {
let mut transform = query.single_mut();
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(time.delta_seconds() / 2.));
}
fn draw_example_collection(
mut gizmos: Gizmos,
mut my_gizmos: Gizmos<MyRoundGizmos>,
time: Res<Time>,
) {
gizmos.cuboid(
Transform::from_translation(Vec3::Y * 0.5).with_scale(Vec3::splat(1.25)),
Color::BLACK,
);
gizmos.rect(
Vec3::new(time.elapsed_seconds().cos() * 2.5, 1., 0.),
Quat::from_rotation_y(PI / 2.),
Vec2::splat(2.),
Color::GREEN,
);
my_gizmos.sphere(Vec3::new(1., 0.5, 0.), Quat::IDENTITY, 0.5, Color::RED);
for y in [0., 0.5, 1.] {
gizmos.ray(
Vec3::new(1., y, 0.),
Vec3::new(-3., (time.elapsed_seconds() * 3.).sin(), 0.),
Color::BLUE,
);
}
my_gizmos
.arc_3d(
180.0_f32.to_radians(),
0.2,
Vec3::ONE,
Quat::from_rotation_arc(Vec3::Y, Vec3::ONE.normalize()),
Color::ORANGE,
)
.segments(10);
// Circles have 32 line-segments by default.
my_gizmos.circle(Vec3::ZERO, Direction3d::Y, 3., Color::BLACK);
// You may want to increase this for larger circles or spheres.
my_gizmos
.circle(Vec3::ZERO, Direction3d::Y, 3.1, Color::NAVY)
.segments(64);
my_gizmos
.sphere(Vec3::ZERO, Quat::IDENTITY, 3.2, Color::BLACK)
.circle_segments(64);
gizmos.arrow(Vec3::ZERO, Vec3::ONE * 1.5, Color::YELLOW);
}
fn update_config(
mut config_store: ResMut<GizmoConfigStore>,
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
if keyboard.just_pressed(KeyCode::KeyD) {
for (_, config, _) in config_store.iter_mut() {
config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
}
}
if keyboard.just_pressed(KeyCode::KeyP) {
for (_, config, _) in config_store.iter_mut() {
// Toggle line_perspective
config.line_perspective ^= true;
// Increase the line width when line_perspective is on
config.line_width *= if config.line_perspective { 5. } else { 1. / 5. };
}
}
let (config, _) = config_store.config_mut::<DefaultGizmoConfigGroup>();
if keyboard.pressed(KeyCode::ArrowRight) {
config.line_width += 5. * time.delta_seconds();
config.line_width = config.line_width.clamp(0., 50.);
}
if keyboard.pressed(KeyCode::ArrowLeft) {
config.line_width -= 5. * time.delta_seconds();
config.line_width = config.line_width.clamp(0., 50.);
}
if keyboard.just_pressed(KeyCode::Digit1) {
config.enabled ^= true;
}
let (my_config, _) = config_store.config_mut::<MyRoundGizmos>();
if keyboard.pressed(KeyCode::ArrowUp) {
my_config.line_width += 5. * time.delta_seconds();
my_config.line_width = my_config.line_width.clamp(0., 50.);
}
if keyboard.pressed(KeyCode::ArrowDown) {
my_config.line_width -= 5. * time.delta_seconds();
my_config.line_width = my_config.line_width.clamp(0., 50.);
}
if keyboard.just_pressed(KeyCode::Digit2) {
my_config.enabled ^= true;
}
if keyboard.just_pressed(KeyCode::KeyA) {
// AABB gizmos are normally only drawn on entities with a ShowAabbGizmo component
// We can change this behaviour in the configuration of AabbGizmoGroup
config_store.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
}
}