bevy/examples/3d/lighting.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

346 lines
11 KiB
Rust

//! Illustrates different lights of various types and colors, some static, some moving over
//! a simple scene.
use std::f32::consts::PI;
use bevy::{
pbr::{light_consts, CascadeShadowConfigBuilder},
prelude::*,
render::camera::{Exposure, PhysicalCameraParameters},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(Parameters(PhysicalCameraParameters {
aperture_f_stops: 1.0,
shutter_speed_s: 1.0 / 100.0,
sensitivity_iso: 100.0,
}))
.add_systems(Startup, setup)
.add_systems(Update, (update_exposure, movement, animate_light_direction))
.run();
}
#[derive(Resource, Default, Deref, DerefMut)]
struct Parameters(PhysicalCameraParameters);
#[derive(Component)]
struct Movable;
/// set up a simple 3D scene
fn setup(
parameters: Res<Parameters>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::WHITE,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// left wall
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
transform.rotate_z(PI / 2.);
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
transform,
material: materials.add(StandardMaterial {
base_color: LegacyColor::INDIGO,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// back (right) wall
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
transform.rotate_x(PI / 2.);
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
transform,
material: materials.add(StandardMaterial {
base_color: LegacyColor::INDIGO,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// Bevy logo to demonstrate alpha mask shadows
let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
transform.rotate_y(PI / 8.);
commands.spawn((
PbrBundle {
mesh: meshes.add(Rectangle::new(2.0, 0.5)),
transform,
material: materials.add(StandardMaterial {
base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
perceptual_roughness: 1.0,
alpha_mode: AlphaMode::Mask(0.5),
cull_mode: None,
..default()
}),
..default()
},
Movable,
));
// cube
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(StandardMaterial {
base_color: LegacyColor::PINK,
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
Movable,
));
// sphere
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::LIME_GREEN,
..default()
}),
transform: Transform::from_xyz(1.5, 1.0, 1.5),
..default()
},
Movable,
));
// ambient light
commands.insert_resource(AmbientLight {
color: LegacyColor::ORANGE_RED,
brightness: 0.02,
});
// red point light
commands
.spawn(PointLightBundle {
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
transform: Transform::from_xyz(1.0, 2.0, 0.0),
point_light: PointLight {
intensity: 4000.0, // lumens - roughly a 300W non-halogen incandescent bulb
color: LegacyColor::RED,
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::RED,
emissive: LegacyColor::rgba_linear(7.13, 0.0, 0.0, 0.0),
..default()
}),
..default()
});
});
// green spot light
commands
.spawn(SpotLightBundle {
transform: Transform::from_xyz(-1.0, 2.0, 0.0)
.looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
spot_light: SpotLight {
intensity: 4000.0, // lumens - roughly a 300W non-halogen incandescent bulb
color: LegacyColor::GREEN,
shadows_enabled: true,
inner_angle: 0.6,
outer_angle: 0.8,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::GREEN,
emissive: LegacyColor::rgba_linear(0.0, 7.13, 0.0, 0.0),
..default()
}),
..default()
});
});
// blue point light
commands
.spawn(PointLightBundle {
// transform: Transform::from_xyz(5.0, 8.0, 2.0),
transform: Transform::from_xyz(0.0, 4.0, 0.0),
point_light: PointLight {
intensity: 4000.0, // lumens - roughly a 300W non-halogen incandescent bulb
color: LegacyColor::BLUE,
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::BLUE,
emissive: LegacyColor::rgba_linear(0.0, 0.0, 7.13, 0.0),
..default()
}),
..default()
});
});
// directional 'sun' light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: light_consts::lux::OVERCAST_DAY,
shadows_enabled: true,
..default()
},
transform: Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-PI / 4.),
..default()
},
// The default cascade config is designed to handle large scenes.
// As this example has a much smaller world, we can tighten the shadow
// bounds for better visual quality.
cascade_shadow_config: CascadeShadowConfigBuilder {
first_cascade_far_bound: 4.0,
maximum_distance: 10.0,
..default()
}
.into(),
..default()
});
// example instructions
let style = TextStyle {
font_size: 20.0,
..default()
};
commands.spawn(
TextBundle::from_sections(vec![
TextSection::new(
format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops),
style.clone(),
),
TextSection::new(
format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
),
style.clone(),
),
TextSection::new(
format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso),
style.clone(),
),
TextSection::new("\n\n", style.clone()),
TextSection::new("Controls\n", style.clone()),
TextSection::new("---------------\n", style.clone()),
TextSection::new("Arrow keys - Move objects\n", style.clone()),
TextSection::new("1/2 - Decrease/Increase aperture\n", style.clone()),
TextSection::new("3/4 - Decrease/Increase shutter speed\n", style.clone()),
TextSection::new("5/6 - Decrease/Increase sensitivity\n", style.clone()),
TextSection::new("R - Reset exposure", style),
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
exposure: Exposure::from_physical_camera(**parameters),
..default()
});
}
fn update_exposure(
key_input: Res<ButtonInput<KeyCode>>,
mut parameters: ResMut<Parameters>,
mut exposure: Query<&mut Exposure>,
mut text: Query<&mut Text>,
) {
// TODO: Clamp values to a reasonable range
let mut text = text.single_mut();
if key_input.just_pressed(KeyCode::Digit2) {
parameters.aperture_f_stops *= 2.0;
} else if key_input.just_pressed(KeyCode::Digit1) {
parameters.aperture_f_stops *= 0.5;
}
if key_input.just_pressed(KeyCode::Digit4) {
parameters.shutter_speed_s *= 2.0;
} else if key_input.just_pressed(KeyCode::Digit3) {
parameters.shutter_speed_s *= 0.5;
}
if key_input.just_pressed(KeyCode::Digit6) {
parameters.sensitivity_iso += 100.0;
} else if key_input.just_pressed(KeyCode::Digit5) {
parameters.sensitivity_iso -= 100.0;
}
if key_input.just_pressed(KeyCode::KeyR) {
*parameters = Parameters::default();
}
text.sections[0].value = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
text.sections[1].value = format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
);
text.sections[2].value = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
*exposure.single_mut() = Exposure::from_physical_camera(**parameters);
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() * 0.5);
}
}
fn movement(
input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut query: Query<&mut Transform, With<Movable>>,
) {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::ArrowUp) {
direction.y += 1.0;
}
if input.pressed(KeyCode::ArrowDown) {
direction.y -= 1.0;
}
if input.pressed(KeyCode::ArrowLeft) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::ArrowRight) {
direction.x += 1.0;
}
transform.translation += time.delta_seconds() * 2.0 * direction;
}
}