
# Objective Transparently uses simple `EnvironmentMapLight`s to mimic `AmbientLight`s. Implements the first part of #17468, but I can implement hemispherical lights in this PR too if needed. ## Solution - A function `EnvironmentMapLight::solid_color(&mut Assets<Image>, Color)` is provided to make an environment light with a solid color. - A new system is added to `SimulationLightSystems` that maps `AmbientLight`s on views or the world to a corresponding `EnvironmentMapLight`. I have never worked with (or on) Bevy before, so nitpicky comments on how I did things are appreciated :). ## Testing Testing was done on a modified version of the `3d/lighting` example, where I removed all lights except the ambient light. I have not included the example, but can if required. ## Migration `bevy_pbr::AmbientLight` has been deprecated, so all usages of it should be replaced by a `bevy_pbr::EnvironmentMapLight` created with `EnvironmentMapLight::solid_color` placed on the camera. There is no alternative to ambient lights as resources.
108 lines
3.1 KiB
Rust
108 lines
3.1 KiB
Rust
//! Rendering a scene with baked lightmaps.
|
|
|
|
use argh::FromArgs;
|
|
use bevy::{
|
|
core_pipeline::prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass},
|
|
pbr::{DefaultOpaqueRendererMethod, Lightmap},
|
|
prelude::*,
|
|
};
|
|
|
|
/// Demonstrates lightmaps
|
|
#[derive(FromArgs, Resource)]
|
|
struct Args {
|
|
/// enables deferred shading
|
|
#[argh(switch)]
|
|
deferred: bool,
|
|
/// enables bicubic filtering
|
|
#[argh(switch)]
|
|
bicubic: bool,
|
|
}
|
|
|
|
fn main() {
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
let args: Args = argh::from_env();
|
|
#[cfg(target_arch = "wasm32")]
|
|
let args: Args = Args::from_args(&[], &[]).unwrap();
|
|
|
|
let mut app = App::new();
|
|
#[expect(
|
|
deprecated,
|
|
reason = "Once AmbientLight is removed, the resource can be removed"
|
|
)]
|
|
app.add_plugins(DefaultPlugins)
|
|
.insert_resource(AmbientLight::NONE);
|
|
|
|
if args.deferred {
|
|
app.insert_resource(DefaultOpaqueRendererMethod::deferred());
|
|
}
|
|
|
|
app.insert_resource(args)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, add_lightmaps_to_meshes)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
|
|
commands.spawn(SceneRoot(asset_server.load(
|
|
GltfAssetLabel::Scene(0).from_asset("models/CornellBox/CornellBox.glb"),
|
|
)));
|
|
|
|
let mut camera = commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-278.0, 273.0, 800.0),
|
|
));
|
|
|
|
if args.deferred {
|
|
camera.insert((
|
|
DepthPrepass,
|
|
MotionVectorPrepass,
|
|
DeferredPrepass,
|
|
Msaa::Off,
|
|
));
|
|
}
|
|
}
|
|
|
|
fn add_lightmaps_to_meshes(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
meshes: Query<
|
|
(Entity, &Name, &MeshMaterial3d<StandardMaterial>),
|
|
(With<Mesh3d>, Without<Lightmap>),
|
|
>,
|
|
args: Res<Args>,
|
|
) {
|
|
let exposure = 250.0;
|
|
for (entity, name, material) in meshes.iter() {
|
|
if &**name == "large_box" {
|
|
materials.get_mut(material).unwrap().lightmap_exposure = exposure;
|
|
commands.entity(entity).insert(Lightmap {
|
|
image: asset_server.load("lightmaps/CornellBox-Large.zstd.ktx2"),
|
|
bicubic_sampling: args.bicubic,
|
|
..default()
|
|
});
|
|
continue;
|
|
}
|
|
|
|
if &**name == "small_box" {
|
|
materials.get_mut(material).unwrap().lightmap_exposure = exposure;
|
|
commands.entity(entity).insert(Lightmap {
|
|
image: asset_server.load("lightmaps/CornellBox-Small.zstd.ktx2"),
|
|
bicubic_sampling: args.bicubic,
|
|
..default()
|
|
});
|
|
continue;
|
|
}
|
|
|
|
if name.starts_with("cornell_box") {
|
|
materials.get_mut(material).unwrap().lightmap_exposure = exposure;
|
|
commands.entity(entity).insert(Lightmap {
|
|
image: asset_server.load("lightmaps/CornellBox-Box.zstd.ktx2"),
|
|
bicubic_sampling: args.bicubic,
|
|
..default()
|
|
});
|
|
continue;
|
|
}
|
|
}
|
|
}
|