bevy/examples/3d/spotlight.rs
François b6a2fc5d80
Improve execution of examples in CI (#9331)
# Objective

- Some examples crash in CI because of needing too many resources for
the windows runner
- Some examples have random results making it hard to compare
screenshots

## Solution

- `bloom_3d`: reduce the number of spheres
- `pbr`:  use simpler spheres and reuse the mesh
- `tonemapping`: use simpler spheres and reuse the mesh
- `shadow_biases`: reduce the number of spheres
- `spotlight`: use a seeded rng, move more cubes in view while reducing
the total number of cubes, and reuse meshes and materials
- `external_source_external_thread`, `iter_combinations`,
`parallel_query`: use a seeded rng

Examples of errors encountered:
```
Caused by:
    In Device::create_bind_group
      note: label = `bloom_upsampling_bind_group`
    Not enough memory left
```

```
Caused by:
    In Queue::write_buffer
    Parent device is lost
```
```
ERROR wgpu_core::device::life: Mapping failed Device(Lost)
```
2023-08-03 12:45:28 +00:00

175 lines
5.2 KiB
Rust

use std::f32::consts::*;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
pbr::NotShadowCaster,
prelude::*,
};
use rand::{rngs::StdRng, Rng, SeedableRng};
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.add_systems(Startup, setup)
.add_systems(Update, (light_sway, movement))
.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(shape::Plane::from_size(100.0).into()),
material: materials.add(StandardMaterial {
base_color: Color::GREEN,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// cubes
let mut rng = StdRng::seed_from_u64(19878367467713);
let cube_mesh = meshes.add(Mesh::from(shape::Cube { size: 0.5 }));
let blue = materials.add(StandardMaterial {
base_color: Color::BLUE,
..default()
});
for _ in 0..40 {
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);
commands.spawn((
PbrBundle {
mesh: cube_mesh.clone(),
material: blue.clone(),
transform: Transform::from_xyz(x, y, z),
..default()
},
Movable,
));
}
// ambient light
commands.insert_resource(AmbientLight {
color: Color::rgb(0.0, 1.0, 1.0),
brightness: 0.14,
});
let sphere_mesh = meshes.add(Mesh::from(shape::UVSphere {
radius: 0.05,
..default()
}));
let sphere_mesh_direction = meshes.add(Mesh::from(shape::UVSphere {
radius: 0.1,
..default()
}));
let red_emissive = materials.add(StandardMaterial {
base_color: Color::RED,
emissive: Color::rgba_linear(1.0, 0.0, 0.0, 0.0),
..default()
});
let maroon_emissive = materials.add(StandardMaterial {
base_color: Color::MAROON,
emissive: Color::rgba_linear(0.369, 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: 200.0, // lumens
color: Color::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 {
transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..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<Input<KeyCode>>,
time: Res<Time>,
mut query: Query<&mut Transform, With<Movable>>,
) {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::Up) {
direction.z -= 1.0;
}
if input.pressed(KeyCode::Down) {
direction.z += 1.0;
}
if input.pressed(KeyCode::Left) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::Right) {
direction.x += 1.0;
}
if input.pressed(KeyCode::PageUp) {
direction.y += 1.0;
}
if input.pressed(KeyCode::PageDown) {
direction.y -= 1.0;
}
transform.translation += time.delta_seconds() * 2.0 * direction;
}
}