mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
b96193e6ca
# Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
212 lines
6.2 KiB
Rust
212 lines
6.2 KiB
Rust
//! Illustrates spot lights.
|
|
|
|
use std::f32::consts::*;
|
|
|
|
use bevy::{pbr::NotShadowCaster, prelude::*};
|
|
use rand::{rngs::StdRng, Rng, SeedableRng};
|
|
|
|
const INSTRUCTIONS: &str = "\
|
|
Controls
|
|
--------
|
|
Horizontal Movement: WASD
|
|
Vertical Movement: Space and Shift
|
|
Rotate Camera: Left and Right Arrows";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(AmbientLight {
|
|
brightness: 20.0,
|
|
..default()
|
|
})
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (light_sway, movement, rotation))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Movable;
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// ground plane
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
|
|
material: materials.add(LegacyColor::WHITE),
|
|
..default()
|
|
},
|
|
Movable,
|
|
));
|
|
|
|
// cubes
|
|
let mut rng = StdRng::seed_from_u64(19878367467713);
|
|
let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
|
|
let blue = materials.add(LegacyColor::rgb_u8(124, 144, 255));
|
|
|
|
commands.spawn_batch(
|
|
std::iter::repeat_with(move || {
|
|
let x = rng.gen_range(-5.0..5.0);
|
|
let y = rng.gen_range(0.0..3.0);
|
|
let z = rng.gen_range(-5.0..5.0);
|
|
|
|
(
|
|
PbrBundle {
|
|
mesh: cube_mesh.clone(),
|
|
material: blue.clone(),
|
|
transform: Transform::from_xyz(x, y, z),
|
|
..default()
|
|
},
|
|
Movable,
|
|
)
|
|
})
|
|
.take(40),
|
|
);
|
|
|
|
let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
|
|
let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
|
|
let red_emissive = materials.add(StandardMaterial {
|
|
base_color: LegacyColor::RED,
|
|
emissive: LegacyColor::rgba_linear(100.0, 0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
let maroon_emissive = materials.add(StandardMaterial {
|
|
base_color: LegacyColor::MAROON,
|
|
emissive: LegacyColor::rgba_linear(50.0, 0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
|
|
for x in 0..4 {
|
|
for z in 0..4 {
|
|
let x = x as f32 - 2.0;
|
|
let z = z as f32 - 2.0;
|
|
// red spot_light
|
|
commands
|
|
.spawn(SpotLightBundle {
|
|
transform: Transform::from_xyz(1.0 + x, 2.0, z)
|
|
.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
|
|
spot_light: SpotLight {
|
|
intensity: 40_000.0, // lumens
|
|
color: LegacyColor::WHITE,
|
|
shadows_enabled: true,
|
|
inner_angle: PI / 4.0 * 0.85,
|
|
outer_angle: PI / 4.0,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|builder| {
|
|
builder.spawn(PbrBundle {
|
|
mesh: sphere_mesh.clone(),
|
|
material: red_emissive.clone(),
|
|
..default()
|
|
});
|
|
builder.spawn((
|
|
PbrBundle {
|
|
transform: Transform::from_translation(Vec3::Z * -0.1),
|
|
mesh: sphere_mesh_direction.clone(),
|
|
material: maroon_emissive.clone(),
|
|
..default()
|
|
},
|
|
NotShadowCaster,
|
|
));
|
|
});
|
|
}
|
|
}
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
camera: Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
commands.spawn(
|
|
TextBundle::from_section(
|
|
INSTRUCTIONS,
|
|
TextStyle {
|
|
font_size: 20.0,
|
|
..default()
|
|
},
|
|
)
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
);
|
|
}
|
|
|
|
fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
|
|
for (mut transform, mut angles) in query.iter_mut() {
|
|
transform.rotation = Quat::from_euler(
|
|
EulerRot::XYZ,
|
|
-FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
|
|
(time.elapsed_seconds() * 3.0).sin() * 0.5,
|
|
0.0,
|
|
);
|
|
let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
|
|
angles.inner_angle = angle * 0.8;
|
|
angles.outer_angle = angle;
|
|
}
|
|
}
|
|
|
|
fn movement(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<Movable>>,
|
|
) {
|
|
// Calculate translation to move the cubes and ground plane
|
|
let mut translation = Vec3::ZERO;
|
|
|
|
// Horizontal forward and backward movement
|
|
if input.pressed(KeyCode::KeyW) {
|
|
translation.z += 1.0;
|
|
} else if input.pressed(KeyCode::KeyS) {
|
|
translation.z -= 1.0;
|
|
}
|
|
|
|
// Horizontal left and right movement
|
|
if input.pressed(KeyCode::KeyA) {
|
|
translation.x += 1.0;
|
|
} else if input.pressed(KeyCode::KeyD) {
|
|
translation.x -= 1.0;
|
|
}
|
|
|
|
// Vertical movement
|
|
if input.pressed(KeyCode::ShiftLeft) {
|
|
translation.y += 1.0;
|
|
} else if input.pressed(KeyCode::Space) {
|
|
translation.y -= 1.0;
|
|
}
|
|
|
|
translation *= 2.0 * time.delta_seconds();
|
|
|
|
// Apply translation
|
|
for mut transform in &mut query {
|
|
transform.translation += translation;
|
|
}
|
|
}
|
|
|
|
fn rotation(
|
|
mut query: Query<&mut Transform, With<Camera>>,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
) {
|
|
let mut transform = query.single_mut();
|
|
let delta = time.delta_seconds();
|
|
|
|
if input.pressed(KeyCode::ArrowLeft) {
|
|
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
|
|
} else if input.pressed(KeyCode::ArrowRight) {
|
|
transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
|
|
}
|
|
}
|