mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
9da18cce2a
# Objective - Fixes: https://github.com/bevyengine/bevy/issues/14036 ## Solution - Add a world space transformation for the environment sample direction. ## Testing - I have tested the newly added `transform` field using the newly added `rotate_environment_map` example. https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb ## Migration Guide - Since we have added a new filed to the `EnvironmentMapLight` struct, users will need to include `..default()` or some rotation value in their initialization code.
69 lines
2 KiB
Rust
69 lines
2 KiB
Rust
//! Loads and renders a glTF file as a scene.
|
|
|
|
use bevy::{
|
|
pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
|
|
prelude::*,
|
|
};
|
|
use std::f32::consts::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(DirectionalLightShadowMap { size: 4096 })
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, animate_light_direction)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
transform: Transform::from_xyz(0.7, 0.7, 1.0)
|
|
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
|
..default()
|
|
},
|
|
EnvironmentMapLight {
|
|
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
|
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
intensity: 250.0,
|
|
..default()
|
|
},
|
|
));
|
|
|
|
commands.spawn(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
// This is a relatively small scene, so use tighter shadow
|
|
// cascade bounds than the default for better quality.
|
|
// We also adjusted the shadow map to be larger since we're
|
|
// only using a single cascade.
|
|
cascade_shadow_config: CascadeShadowConfigBuilder {
|
|
num_cascades: 1,
|
|
maximum_distance: 1.6,
|
|
..default()
|
|
}
|
|
.into(),
|
|
..default()
|
|
});
|
|
commands.spawn(SceneBundle {
|
|
scene: asset_server
|
|
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
fn animate_light_direction(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<DirectionalLight>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
transform.rotation = Quat::from_euler(
|
|
EulerRot::ZYX,
|
|
0.0,
|
|
time.elapsed_seconds() * PI / 5.0,
|
|
-FRAC_PI_4,
|
|
);
|
|
}
|
|
}
|