mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +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>
70 lines
2.1 KiB
Rust
70 lines
2.1 KiB
Rust
//! Shows how to create a 3D orthographic view (for isometric-look games or CAD applications).
|
|
|
|
use bevy::{prelude::*, render::camera::ScalingMode};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
projection: OrthographicProjection {
|
|
// 6 world units per window height.
|
|
scaling_mode: ScalingMode::FixedVertical(6.0),
|
|
..default()
|
|
}
|
|
.into(),
|
|
transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// plane
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Plane::from_size(5.0)),
|
|
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
|
|
..default()
|
|
});
|
|
// cubes
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Cube { size: 1.0 }),
|
|
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
|
|
transform: Transform::from_xyz(1.5, 0.5, 1.5),
|
|
..default()
|
|
});
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Cube { size: 1.0 }),
|
|
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
|
|
transform: Transform::from_xyz(1.5, 0.5, -1.5),
|
|
..default()
|
|
});
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Cube { size: 1.0 }),
|
|
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
|
|
transform: Transform::from_xyz(-1.5, 0.5, 1.5),
|
|
..default()
|
|
});
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(shape::Cube { size: 1.0 }),
|
|
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
|
|
transform: Transform::from_xyz(-1.5, 0.5, -1.5),
|
|
..default()
|
|
});
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_xyz(3.0, 8.0, 5.0),
|
|
point_light: PointLight {
|
|
intensity: 150_000.0,
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
}
|