bevy/tests/window/resizing.rs
Carter Anderson dd619a1087
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# 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.
2024-02-15 20:42:48 +00:00

169 lines
4.6 KiB
Rust

//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
//! This is run in CI to ensure that this doesn't regress again.
use bevy::{prelude::*, window::WindowResolution};
// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
const MAX_WIDTH: u16 = 401;
const MAX_HEIGHT: u16 = 401;
const MIN_WIDTH: u16 = 1;
const MIN_HEIGHT: u16 = 1;
const RESIZE_STEP: u16 = 4;
#[derive(Resource)]
struct Dimensions {
width: u16,
height: u16,
}
fn main() {
App::new()
.add_plugins(
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
.with_scale_factor_override(1.0),
title: "Resizing".into(),
..default()
}),
..default()
}),
)
.insert_resource(Dimensions {
width: MAX_WIDTH,
height: MAX_HEIGHT,
})
.insert_resource(ContractingY)
.add_systems(Startup, (setup_3d, setup_2d))
.add_systems(
Update,
(
change_window_size,
sync_dimensions,
bevy::window::close_on_esc,
),
)
.run();
}
#[derive(Resource)]
enum Phase {
ContractingY,
ContractingX,
ExpandingY,
ExpandingX,
}
use Phase::*;
fn change_window_size(
mut windows: ResMut<Dimensions>,
mut phase: ResMut<Phase>,
mut first_complete: Local<bool>,
) {
// Put off rendering for one frame, as currently for a frame where
// resizing happens, nothing is presented.
// TODO: Debug and fix this if feasible
if !*first_complete {
*first_complete = true;
return;
}
let height = windows.height;
let width = windows.width;
match *phase {
ContractingY => {
if height <= MIN_HEIGHT {
*phase = ContractingX;
} else {
windows.height -= RESIZE_STEP;
}
}
ContractingX => {
if width <= MIN_WIDTH {
*phase = ExpandingY;
} else {
windows.width -= RESIZE_STEP;
}
}
ExpandingY => {
if height >= MAX_HEIGHT {
*phase = ExpandingX;
} else {
windows.height += RESIZE_STEP;
}
}
ExpandingX => {
if width >= MAX_WIDTH {
*phase = ContractingY;
} else {
windows.width += RESIZE_STEP;
}
}
}
}
fn sync_dimensions(dim: Res<Dimensions>, mut windows: Query<&mut Window>) {
if dim.is_changed() {
let mut window = windows.single_mut();
window.resolution.set(dim.width as f32, dim.height as f32);
}
}
/// A simple 3d scene, taken from the `3d_scene` example
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
/// A simple 2d scene, taken from the `rect` example
fn setup_2d(mut commands: Commands) {
commands.spawn(Camera2dBundle {
camera: Camera {
// render the 2d camera after the 3d camera
order: 1,
// do not use a clear color
clear_color: ClearColorConfig::None,
..default()
},
..default()
});
commands.spawn(SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.25, 0.25, 0.75),
custom_size: Some(Vec2::new(50.0, 50.0)),
..default()
},
..default()
});
}