bevy/examples/window/multiple_windows.rs
Doonv dc9b486650
Change light defaults & fix light examples (#11581)
# 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`
2024-02-14 20:43:10 +00:00

69 lines
2.2 KiB
Rust

//! Uses two windows to visualize a 3D model from different angles.
use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
fn main() {
App::new()
// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup_scene)
.add_systems(Update, bevy::window::close_on_esc)
.run();
}
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
// add entities to the world
commands.spawn(SceneBundle {
scene: asset_server.load("models/torus/torus.gltf#Scene0"),
..default()
});
// light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
let first_window_camera = commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
})
.id();
// Spawn a second window
let second_window = commands
.spawn(Window {
title: "Second window".to_owned(),
..default()
})
.id();
let second_window_camera = commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
target: RenderTarget::Window(WindowRef::Entity(second_window)),
..default()
},
..default()
})
.id();
// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
commands
.spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"First window",
TextStyle::default(),
));
});
commands
.spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Second window",
TextStyle::default(),
));
});
}