
# 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.
68 lines
2.0 KiB
Rust
68 lines
2.0 KiB
Rust
//! Demonstrates how lighting is affected by different radius of point lights.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut images: ResMut<Assets<Image>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
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EnvironmentMapLight {
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intensity: 60.0,
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..EnvironmentMapLight::solid_color(&mut images, Color::WHITE)
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},
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));
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// plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.2, 0.2, 0.2),
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perceptual_roughness: 0.08,
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..default()
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})),
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));
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const COUNT: usize = 6;
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let position_range = -2.0..2.0;
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let radius_range = 0.0..0.4;
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let pos_len = position_range.end - position_range.start;
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let radius_len = radius_range.end - radius_range.start;
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let mesh = meshes.add(Sphere::new(1.0).mesh().uv(120, 64));
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for i in 0..COUNT {
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let percent = i as f32 / COUNT as f32;
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let radius = radius_range.start + percent * radius_len;
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// sphere light
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commands
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.spawn((
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Mesh3d(mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.5, 0.5, 1.0),
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unlit: true,
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..default()
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})),
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Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0)
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.with_scale(Vec3::splat(radius)),
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))
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.with_child(PointLight {
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radius,
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color: Color::srgb(0.2, 0.2, 1.0),
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..default()
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});
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}
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}
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