mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
fcd7c0fc3d
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
105 lines
3 KiB
Rust
105 lines
3 KiB
Rust
use bevy::{
|
|
asset::LoadState,
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
render::render_resource::{AsBindGroup, ShaderRef},
|
|
};
|
|
|
|
/// This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
|
|
/// uniform variable.
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins,
|
|
MaterialPlugin::<ArrayTextureMaterial>::default(),
|
|
))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, create_array_texture)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct LoadingTexture {
|
|
is_loaded: bool,
|
|
handle: Handle<Image>,
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// Start loading the texture.
|
|
commands.insert_resource(LoadingTexture {
|
|
is_loaded: false,
|
|
handle: asset_server.load("textures/array_texture.png"),
|
|
});
|
|
|
|
// light
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 150_000.0,
|
|
..Default::default()
|
|
},
|
|
transform: Transform::from_xyz(-3.0, 2.0, -1.0),
|
|
..Default::default()
|
|
});
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 150_000.0,
|
|
..Default::default()
|
|
},
|
|
transform: Transform::from_xyz(3.0, 2.0, 1.0),
|
|
..Default::default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
|
|
..Default::default()
|
|
});
|
|
}
|
|
|
|
fn create_array_texture(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut loading_texture: ResMut<LoadingTexture>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ArrayTextureMaterial>>,
|
|
) {
|
|
if loading_texture.is_loaded
|
|
|| asset_server.load_state(loading_texture.handle.clone()) != LoadState::Loaded
|
|
{
|
|
return;
|
|
}
|
|
loading_texture.is_loaded = true;
|
|
let image = images.get_mut(&loading_texture.handle).unwrap();
|
|
|
|
// Create a new array texture asset from the loaded texture.
|
|
let array_layers = 4;
|
|
image.reinterpret_stacked_2d_as_array(array_layers);
|
|
|
|
// Spawn some cubes using the array texture
|
|
let mesh_handle = meshes.add(shape::Cube { size: 1.0 });
|
|
let material_handle = materials.add(ArrayTextureMaterial {
|
|
array_texture: loading_texture.handle.clone(),
|
|
});
|
|
for x in -5..=5 {
|
|
commands.spawn(MaterialMeshBundle {
|
|
mesh: mesh_handle.clone(),
|
|
material: material_handle.clone(),
|
|
transform: Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
|
|
..Default::default()
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
|
struct ArrayTextureMaterial {
|
|
#[texture(0, dimension = "2d_array")]
|
|
#[sampler(1)]
|
|
array_texture: Handle<Image>,
|
|
}
|
|
|
|
impl Material for ArrayTextureMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
"shaders/array_texture.wgsl".into()
|
|
}
|
|
}
|