bevy/examples/3d/lightmaps.rs
Shaye Garg 0b5302d96a
Replace Ambient Lights with Environment Map Lights (#17482)
# 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.
2025-03-04 07:40:53 +00:00

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;
}
}
}