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https://github.com/bevyengine/bevy
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dc9b486650
# 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`
158 lines
4.9 KiB
Rust
158 lines
4.9 KiB
Rust
//! Illustrates spot lights.
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use std::f32::consts::*;
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use bevy::{pbr::NotShadowCaster, prelude::*};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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brightness: 4.0,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (light_sway, movement))
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.run();
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}
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// ground plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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material: materials.add(Color::WHITE),
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..default()
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});
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// cubes
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let mut rng = StdRng::seed_from_u64(19878367467713);
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let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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let blue = materials.add(Color::rgb_u8(124, 144, 255));
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for _ in 0..40 {
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let x = rng.gen_range(-5.0..5.0);
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let y = rng.gen_range(0.0..3.0);
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let z = rng.gen_range(-5.0..5.0);
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commands.spawn((
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PbrBundle {
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mesh: cube_mesh.clone(),
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material: blue.clone(),
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transform: Transform::from_xyz(x, y, z),
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..default()
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},
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Movable,
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));
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}
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let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
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let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
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let red_emissive = materials.add(StandardMaterial {
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base_color: Color::RED,
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emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
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..default()
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});
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let maroon_emissive = materials.add(StandardMaterial {
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base_color: Color::MAROON,
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emissive: Color::rgba_linear(50.0, 0.0, 0.0, 0.0),
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..default()
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});
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for x in 0..4 {
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for z in 0..4 {
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let x = x as f32 - 2.0;
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let z = z as f32 - 2.0;
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// red spot_light
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commands
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.spawn(SpotLightBundle {
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transform: Transform::from_xyz(1.0 + x, 2.0, z)
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.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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spot_light: SpotLight {
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intensity: 4000.0, // lumens
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color: Color::WHITE,
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shadows_enabled: true,
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inner_angle: PI / 4.0 * 0.85,
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outer_angle: PI / 4.0,
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..default()
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},
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..default()
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})
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.with_children(|builder| {
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builder.spawn(PbrBundle {
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mesh: sphere_mesh.clone(),
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material: red_emissive.clone(),
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..default()
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});
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builder.spawn((
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PbrBundle {
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transform: Transform::from_translation(Vec3::Z * -0.1),
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mesh: sphere_mesh_direction.clone(),
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material: maroon_emissive.clone(),
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..default()
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},
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NotShadowCaster,
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));
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});
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}
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}
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// camera
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commands.spawn(Camera3dBundle {
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camera: Camera {
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hdr: true,
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..default()
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},
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transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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for (mut transform, mut angles) in query.iter_mut() {
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transform.rotation = Quat::from_euler(
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EulerRot::XYZ,
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-FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
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(time.elapsed_seconds() * 3.0).sin() * 0.5,
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0.0,
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);
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let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
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angles.inner_angle = angle * 0.8;
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angles.outer_angle = angle;
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}
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}
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fn movement(
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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for mut transform in &mut query {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::ArrowUp) {
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direction.z -= 1.0;
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}
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if input.pressed(KeyCode::ArrowDown) {
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direction.z += 1.0;
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}
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if input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::PageUp) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::PageDown) {
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direction.y -= 1.0;
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}
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transform.translation += time.delta_seconds() * 2.0 * direction;
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}
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}
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