bevy/examples/window/multiple_windows.rs
JMS55 fcd7c0fc3d
Exposure settings (adopted) (#11347)
Rebased and finished version of
https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie
for adjusting all the examples, and the many other people who helped
write this PR (@superdump , @coreh , among others) :)

Fixes https://github.com/bevyengine/bevy/issues/8369

---

## Changelog
- Added a `brightness` control to `Skybox`.
- Added an `intensity` control to `EnvironmentMapLight`.
- Added `ExposureSettings` and `PhysicalCameraParameters` for
controlling exposure of 3D cameras.
- Removed the baked-in `DirectionalLight` exposure Bevy previously
hardcoded internally.

## Migration Guide
- If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness`
and `intensity` controls to adjust their strength.
- All 3D scene will now have different apparent brightnesses due to Bevy
implementing proper exposure controls. You will have to adjust the
intensity of your lights and/or your camera exposure via the new
`ExposureSettings` component to compensate.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-01-16 14:53:21 +00:00

73 lines
2.3 KiB
Rust

//! Uses two windows to visualize a 3D model from different angles.
use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
fn main() {
App::new()
// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup_scene)
.add_systems(Update, bevy::window::close_on_esc)
.run();
}
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
// add entities to the world
commands.spawn(SceneBundle {
scene: asset_server.load("models/torus/torus.gltf#Scene0"),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 150_000.0,
..default()
},
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
let first_window_camera = commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.id();
// Spawn a second window
let second_window = commands
.spawn(Window {
title: "Second window".to_owned(),
..default()
})
.id();
let second_window_camera = commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
target: RenderTarget::Window(WindowRef::Entity(second_window)),
..default()
},
..default()
})
.id();
// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
commands
.spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"First window",
TextStyle::default(),
));
});
commands
.spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Second window",
TextStyle::default(),
));
});
}