mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 22:18:33 +00:00
# Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
91 lines
3.6 KiB
Rust
91 lines
3.6 KiB
Rust
//! This example illustrates various ways to load assets.
|
|
|
|
use bevy::{asset::LoadedFolder, prelude::*};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
meshes: Res<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// By default AssetServer will load assets from inside the "assets" folder.
|
|
// For example, the next line will load "ROOT/assets/models/cube/cube.gltf#Mesh0/Primitive0",
|
|
// where "ROOT" is the directory of the Application.
|
|
//
|
|
// This can be overridden by setting the "CARGO_MANIFEST_DIR" environment variable (see
|
|
// https://doc.rust-lang.org/cargo/reference/environment-variables.html)
|
|
// to another directory. When the Application is run through Cargo, "CARGO_MANIFEST_DIR" is
|
|
// automatically set to your crate (workspace) root directory.
|
|
let cube_handle = asset_server.load("models/cube/cube.gltf#Mesh0/Primitive0");
|
|
let sphere_handle = asset_server.load("models/sphere/sphere.gltf#Mesh0/Primitive0");
|
|
|
|
// All assets end up in their Assets<T> collection once they are done loading:
|
|
if let Some(sphere) = meshes.get(&sphere_handle) {
|
|
// You might notice that this doesn't run! This is because assets load in parallel without
|
|
// blocking. When an asset has loaded, it will appear in relevant Assets<T>
|
|
// collection.
|
|
info!("{:?}", sphere.primitive_topology());
|
|
} else {
|
|
info!("sphere hasn't loaded yet");
|
|
}
|
|
|
|
// You can load all assets in a folder like this. They will be loaded in parallel without
|
|
// blocking. The LoadedFolder asset holds handles to each asset in the folder. These are all
|
|
// dependencies of the LoadedFolder asset, meaning you can wait for the LoadedFolder asset to
|
|
// fire AssetEvent::LoadedWithDependencies if you want to wait for all assets in the folder
|
|
// to load.
|
|
// If you want to keep the assets in the folder alive, make sure you store the returned handle
|
|
// somewhere.
|
|
let _loaded_folder: Handle<LoadedFolder> = asset_server.load_folder("models/torus");
|
|
|
|
// If you want a handle to a specific asset in a loaded folder, the easiest way to get one is to call load.
|
|
// It will _not_ be loaded a second time.
|
|
// The LoadedFolder asset will ultimately also hold handles to the assets, but waiting for it to load
|
|
// and finding the right handle is more work!
|
|
let torus_handle = asset_server.load("models/torus/torus.gltf#Mesh0/Primitive0");
|
|
|
|
// You can also add assets directly to their Assets<T> storage:
|
|
let material_handle = materials.add(StandardMaterial {
|
|
base_color: Color::rgb(0.8, 0.7, 0.6),
|
|
..default()
|
|
});
|
|
|
|
// torus
|
|
commands.spawn(PbrBundle {
|
|
mesh: torus_handle,
|
|
material: material_handle.clone(),
|
|
transform: Transform::from_xyz(-3.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
// cube
|
|
commands.spawn(PbrBundle {
|
|
mesh: cube_handle,
|
|
material: material_handle.clone(),
|
|
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
// sphere
|
|
commands.spawn(PbrBundle {
|
|
mesh: sphere_handle,
|
|
material: material_handle,
|
|
transform: Transform::from_xyz(3.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
// light
|
|
commands.spawn(DirectionalLightBundle {
|
|
transform: Transform::from_xyz(4.0, 5.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|