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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.
348 lines
10 KiB
Rust
348 lines
10 KiB
Rust
//! This example showcases different blend modes.
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:-------------------|:------------------------------------|
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//! | `Up` / `Down` | Increase / Decrease Alpha |
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//! | `Left` / `Right` | Rotate Camera |
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//! | `H` | Toggle HDR |
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//! | `Spacebar` | Toggle Unlit |
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//! | `C` | Randomize Colors |
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use bevy::prelude::*;
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use rand::random;
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, example_control_system);
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// Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
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// Since this example uses HDR, we must disable MSAA for WASM builds, at least
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// until WebGPU is ready and no longer behind a feature flag in Web browsers.
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#[cfg(target_arch = "wasm32")]
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app.insert_resource(Msaa::Off);
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app.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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asset_server: Res<AssetServer>,
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) {
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let base_color = Color::rgba(0.9, 0.2, 0.3, 1.0);
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let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
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// Opaque
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let opaque = commands
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.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Opaque,
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..default()
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}),
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transform: Transform::from_xyz(-4.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Blend
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let blend = commands
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.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Blend,
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..default()
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}),
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transform: Transform::from_xyz(-2.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Premultiplied
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let premultiplied = commands
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.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Premultiplied,
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..default()
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}),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Add
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let add = commands
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.spawn((
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PbrBundle {
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mesh: icosphere_mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Add,
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..default()
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}),
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transform: Transform::from_xyz(2.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Multiply
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let multiply = commands
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.spawn((
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PbrBundle {
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mesh: icosphere_mesh,
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material: materials.add(StandardMaterial {
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base_color,
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alpha_mode: AlphaMode::Multiply,
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..default()
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}),
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transform: Transform::from_xyz(4.0, 0.0, 0.0),
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..default()
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},
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ExampleControls {
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unlit: true,
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color: true,
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},
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))
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.id();
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// Chessboard Plane
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let black_material = materials.add(Color::BLACK);
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let white_material = materials.add(Color::WHITE);
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let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
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for x in -3..4 {
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for z in -3..4 {
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commands.spawn((
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PbrBundle {
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mesh: plane_mesh.clone(),
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material: if (x + z) % 2 == 0 {
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black_material.clone()
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} else {
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white_material.clone()
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},
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transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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..default()
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},
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ExampleControls {
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unlit: false,
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color: true,
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},
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));
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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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..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(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Controls Text
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let text_style = TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 18.0,
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..default()
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};
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let label_text_style = TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 25.0,
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color: Color::ORANGE,
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};
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commands.spawn(
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TextBundle::from_section(
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"Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors",
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text_style.clone(),
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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(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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commands.spawn((
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TextBundle::from_section("", text_style).with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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right: Val::Px(10.0),
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..default()
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}),
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ExampleDisplay,
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));
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let mut label = |entity: Entity, label: &str| {
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commands
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.spawn((
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NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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..default()
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},
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..default()
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},
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ExampleLabel { entity },
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))
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.with_children(|parent| {
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parent.spawn(
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TextBundle::from_section(label, label_text_style.clone())
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::ZERO,
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..default()
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})
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.with_no_wrap(),
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);
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});
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};
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label(opaque, "┌─ Opaque\n│\n│\n│\n│");
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label(blend, "┌─ Blend\n│\n│\n│");
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label(premultiplied, "┌─ Premultiplied\n│\n│");
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label(add, "┌─ Add\n│");
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label(multiply, "┌─ Multiply");
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}
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#[derive(Component)]
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struct ExampleControls {
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unlit: bool,
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color: bool,
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}
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#[derive(Component)]
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struct ExampleLabel {
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entity: Entity,
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}
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struct ExampleState {
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alpha: f32,
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unlit: bool,
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}
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#[derive(Component)]
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struct ExampleDisplay;
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impl Default for ExampleState {
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fn default() -> Self {
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ExampleState {
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alpha: 0.9,
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unlit: false,
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}
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn example_control_system(
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mut materials: ResMut<Assets<StandardMaterial>>,
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controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
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mut camera: Query<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
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mut labels: Query<(&mut Style, &ExampleLabel)>,
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mut display: Query<&mut Text, With<ExampleDisplay>>,
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labelled: Query<&GlobalTransform>,
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mut state: Local<ExampleState>,
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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if input.pressed(KeyCode::ArrowUp) {
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state.alpha = (state.alpha + time.delta_seconds()).min(1.0);
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} else if input.pressed(KeyCode::ArrowDown) {
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state.alpha = (state.alpha - time.delta_seconds()).max(0.0);
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}
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if input.just_pressed(KeyCode::Space) {
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state.unlit = !state.unlit;
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}
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let randomize_colors = input.just_pressed(KeyCode::KeyC);
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for (material_handle, controls) in &controllable {
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let material = materials.get_mut(material_handle).unwrap();
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material.base_color.set_a(state.alpha);
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if controls.color && randomize_colors {
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material.base_color.set_r(random());
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material.base_color.set_g(random());
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material.base_color.set_b(random());
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}
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if controls.unlit {
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material.unlit = state.unlit;
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}
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}
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let (mut camera, mut camera_transform, camera_global_transform) = camera.single_mut();
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if input.just_pressed(KeyCode::KeyH) {
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camera.hdr = !camera.hdr;
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}
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let rotation = if input.pressed(KeyCode::ArrowLeft) {
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time.delta_seconds()
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} else if input.pressed(KeyCode::ArrowRight) {
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-time.delta_seconds()
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} else {
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0.0
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};
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
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for (mut style, label) in &mut labels {
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let world_position = labelled.get(label.entity).unwrap().translation() + Vec3::Y;
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let viewport_position = camera
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.world_to_viewport(camera_global_transform, world_position)
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.unwrap();
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style.top = Val::Px(viewport_position.y);
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style.left = Val::Px(viewport_position.x);
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}
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let mut display = display.single_mut();
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display.sections[0].value = format!(
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" HDR: {}\nAlpha: {:.2}",
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if camera.hdr { "ON " } else { "OFF" },
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state.alpha
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);
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}
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