bevy/examples/3d/orthographic.rs
Doonv dc9b486650
Change light defaults & fix light examples (#11581)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11577.

## Solution

Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)

---

I did not include any example-related changes in here.

## Changelogs (not including breaking changes)

### bevy_pbr

- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.

## Breaking changes

### bevy_pbr

The several default lighting values were changed:

- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
2024-02-14 20:43:10 +00:00

70 lines
2.2 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(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
// cubes
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
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(Cuboid::default()),
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(Cuboid::default()),
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(Cuboid::default()),
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(DirectionalLightBundle {
transform: Transform::from_xyz(3.0, 8.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
directional_light: DirectionalLight {
illuminance: light_consts::lux::OVERCAST_DAY,
..default()
},
..default()
});
}