mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
fcd7c0fc3d
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>
73 lines
2.3 KiB
Rust
73 lines
2.3 KiB
Rust
//! Uses two windows to visualize a 3D model from different angles.
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use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
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fn main() {
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App::new()
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// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup_scene)
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.add_systems(Update, bevy::window::close_on_esc)
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.run();
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/torus/torus.gltf#Scene0"),
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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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intensity: 150_000.0,
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..default()
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},
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..default()
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});
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let first_window_camera = commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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})
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.id();
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// Spawn a second window
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let second_window = commands
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.spawn(Window {
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title: "Second window".to_owned(),
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..default()
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})
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.id();
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let second_window_camera = commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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target: RenderTarget::Window(WindowRef::Entity(second_window)),
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..default()
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},
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..default()
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})
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.id();
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// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
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commands
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.spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"First window",
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TextStyle::default(),
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));
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});
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commands
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.spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Second window",
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TextStyle::default(),
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));
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});
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}
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