bevy/examples/3d/spherical_area_lights.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

68 lines
2.0 KiB
Rust

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