mirror of
https://github.com/bevyengine/bevy
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dd619a1087
# 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.
77 lines
2.6 KiB
Rust
77 lines
2.6 KiB
Rust
//! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
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//! or by accessing the entities of the scene.
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use bevy::{pbr::DirectionalLightShadowMap, prelude::*};
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fn main() {
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App::new()
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, move_scene_entities)
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.run();
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}
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#[derive(Component)]
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struct MovedScene;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_xyz(4.0, 25.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(-0.5, 0.9, 1.5)
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.looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 150.0,
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},
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));
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// Spawn the scene as a child of this entity at the given transform
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commands.spawn(SceneBundle {
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transform: Transform::from_xyz(-1.0, 0.0, 0.0),
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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});
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// Spawn a second scene, and add a tag component to be able to target it later
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commands.spawn((
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SceneBundle {
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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},
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MovedScene,
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));
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}
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// This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
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fn move_scene_entities(
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time: Res<Time>,
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moved_scene: Query<Entity, With<MovedScene>>,
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children: Query<&Children>,
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mut transforms: Query<&mut Transform>,
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) {
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for moved_scene_entity in &moved_scene {
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let mut offset = 0.;
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for entity in children.iter_descendants(moved_scene_entity) {
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if let Ok(mut transform) = transforms.get_mut(entity) {
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transform.translation = Vec3::new(
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offset * time.elapsed_seconds().sin() / 20.,
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0.,
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time.elapsed_seconds().cos() / 20.,
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);
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offset += 0.5;
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}
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}
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}
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}
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