mirror of
https://github.com/bevyengine/bevy
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de888a373d
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically.
68 lines
2 KiB
Rust
68 lines
2 KiB
Rust
//! Demonstrates how lighting is affected by different radius of point lights.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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brightness: 60.0,
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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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.run();
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}
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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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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// 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(StandardMaterial {
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base_color: Color::srgb(0.2, 0.2, 0.2),
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perceptual_roughness: 0.08,
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..default()
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}),
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..default()
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});
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const COUNT: usize = 6;
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let position_range = -2.0..2.0;
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let radius_range = 0.0..0.4;
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let pos_len = position_range.end - position_range.start;
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let radius_len = radius_range.end - radius_range.start;
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let mesh = meshes.add(Sphere::new(1.0).mesh().uv(120, 64));
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for i in 0..COUNT {
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let percent = i as f32 / COUNT as f32;
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let radius = radius_range.start + percent * radius_len;
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// sphere light
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commands
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.spawn(PbrBundle {
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mesh: mesh.clone(),
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material: materials.add(StandardMaterial {
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base_color: Color::srgb(0.5, 0.5, 1.0),
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unlit: true,
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..default()
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}),
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transform: Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0)
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.with_scale(Vec3::splat(radius)),
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..default()
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})
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.with_child(PointLight {
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radius,
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color: Color::srgb(0.2, 0.2, 1.0),
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..default()
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});
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}
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}
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