bevy/examples/3d/split_screen.rs
Doonv dc9b486650
Change light defaults & fix light examples (#11581)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11577.

## Solution

Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)

---

I did not include any example-related changes in here.

## Changelogs (not including breaking changes)

### bevy_pbr

- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.

## Breaking changes

### bevy_pbr

The several default lighting values were changed:

- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
2024-02-14 20:43:10 +00:00

249 lines
7.8 KiB
Rust

//! Renders two cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
use bevy::{
pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (set_camera_viewports, button_system))
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
commands.spawn(SceneBundle {
scene: asset_server.load("models/animated/Fox.glb#Scene0"),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 2,
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.into(),
..default()
});
// Left Camera
let left_camera = commands
.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
LeftCamera,
))
.id();
// Right Camera
let right_camera = commands
.spawn((
Camera3dBundle {
transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
// Renders the right camera after the left camera, which has a default priority of 0
order: 1,
// don't clear on the second camera because the first camera already cleared the window
clear_color: ClearColorConfig::None,
..default()
},
..default()
},
RightCamera,
))
.id();
// Set up UI
commands
.spawn((
TargetCamera(left_camera),
NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Left",
TextStyle {
font_size: 20.,
..default()
},
));
buttons_panel(parent);
});
commands
.spawn((
TargetCamera(right_camera),
NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Right",
TextStyle {
font_size: 20.,
..default()
},
));
buttons_panel(parent);
});
fn buttons_panel(parent: &mut ChildBuilder) {
parent
.spawn(NodeBundle {
style: Style {
position_type: PositionType::Absolute,
width: Val::Percent(100.),
height: Val::Percent(100.),
display: Display::Flex,
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::all(Val::Px(20.)),
..default()
},
..default()
})
.with_children(|parent| {
rotate_button(parent, "<", Direction::Left);
rotate_button(parent, ">", Direction::Right);
});
}
fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) {
parent
.spawn((
RotateCamera(direction),
ButtonBundle {
style: Style {
width: Val::Px(40.),
height: Val::Px(40.),
border: UiRect::all(Val::Px(2.)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
border_color: Color::WHITE.into(),
background_color: Color::DARK_GRAY.into(),
..default()
},
))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
caption,
TextStyle {
font_size: 20.,
..default()
},
));
});
}
}
#[derive(Component)]
struct LeftCamera;
#[derive(Component)]
struct RightCamera;
#[derive(Component)]
struct RotateCamera(Direction);
enum Direction {
Left,
Right,
}
fn set_camera_viewports(
windows: Query<&Window>,
mut resize_events: EventReader<WindowResized>,
mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
mut right_camera: Query<&mut Camera, With<RightCamera>>,
) {
// We need to dynamically resize the camera's viewports whenever the window size changes
// so then each camera always takes up half the screen.
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
for resize_event in resize_events.read() {
let window = windows.get(resize_event.window).unwrap();
let mut left_camera = left_camera.single_mut();
left_camera.viewport = Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(
window.resolution.physical_width() / 2,
window.resolution.physical_height(),
),
..default()
});
let mut right_camera = right_camera.single_mut();
right_camera.viewport = Some(Viewport {
physical_position: UVec2::new(window.resolution.physical_width() / 2, 0),
physical_size: UVec2::new(
window.resolution.physical_width() / 2,
window.resolution.physical_height(),
),
..default()
});
}
}
#[allow(clippy::type_complexity)]
fn button_system(
interaction_query: Query<
(&Interaction, &TargetCamera, &RotateCamera),
(Changed<Interaction>, With<Button>),
>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
if let Interaction::Pressed = *interaction {
// Since TargetCamera propagates to the children, we can use it to find
// which side of the screen the button is on.
if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
let angle = match direction {
Direction::Left => -0.1,
Direction::Right => 0.1,
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
}
}
}
}