 dc9b486650
			
		
	
	
		dc9b486650
		
			
		
	
	
	
	
		
			
			# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0`
		
			
				
	
	
		
			143 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			143 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to render UI to a texture. Useful for displaying UI in 3D space.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     prelude::*,
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|     render::{
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|         camera::RenderTarget,
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|         render_resource::{
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|             Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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|         },
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|     },
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| };
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| 
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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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|         .add_systems(Update, rotator_system)
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|         .run();
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| }
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| 
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| // Marks the cube, to which the UI texture is applied.
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| #[derive(Component)]
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| struct Cube;
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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 materials: ResMut<Assets<StandardMaterial>>,
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|     mut images: ResMut<Assets<Image>>,
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| ) {
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|     let size = Extent3d {
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|         width: 512,
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|         height: 512,
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|         ..default()
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|     };
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| 
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|     // This is the texture that will be rendered to.
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|     let mut image = Image {
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|         texture_descriptor: TextureDescriptor {
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|             label: None,
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|             size,
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|             dimension: TextureDimension::D2,
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|             format: TextureFormat::Bgra8UnormSrgb,
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|             mip_level_count: 1,
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|             sample_count: 1,
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|             usage: TextureUsages::TEXTURE_BINDING
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|                 | TextureUsages::COPY_DST
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|                 | TextureUsages::RENDER_ATTACHMENT,
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|             view_formats: &[],
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|         },
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|         ..default()
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|     };
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| 
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|     // fill image.data with zeroes
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|     image.resize(size);
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| 
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|     let image_handle = images.add(image);
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| 
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|     // Light
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|     commands.spawn(DirectionalLightBundle::default());
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| 
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|     let texture_camera = commands
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|         .spawn(Camera2dBundle {
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|             camera: Camera {
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|                 // render before the "main pass" camera
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|                 order: -1,
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|                 target: RenderTarget::Image(image_handle.clone()),
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .id();
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| 
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|     commands
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|         .spawn((
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|             NodeBundle {
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|                 style: Style {
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|                     // Cover the whole image
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|                     width: Val::Percent(100.),
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|                     height: Val::Percent(100.),
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|                     flex_direction: FlexDirection::Column,
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|                     justify_content: JustifyContent::Center,
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|                     align_items: AlignItems::Center,
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|                     ..default()
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|                 },
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|                 background_color: Color::GOLD.into(),
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|                 ..default()
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|             },
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|             TargetCamera(texture_camera),
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|         ))
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 "This is a cube",
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|                 TextStyle {
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|                     font_size: 40.0,
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|                     color: Color::BLACK,
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|                     ..default()
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|                 },
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|             ));
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|         });
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| 
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|     let cube_size = 4.0;
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|     let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
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| 
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|     // This material has the texture that has been rendered.
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|     let material_handle = materials.add(StandardMaterial {
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|         base_color_texture: Some(image_handle),
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|         reflectance: 0.02,
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|         unlit: false,
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| 
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|         ..default()
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|     });
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| 
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|     // Cube with material containing the rendered UI texture.
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: cube_handle,
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|             material: material_handle,
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|             transform: Transform::from_xyz(0.0, 0.0, 1.5)
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|                 .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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|             ..default()
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|         },
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|         Cube,
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|     ));
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| 
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|     // The main pass camera.
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| const ROTATION_SPEED: f32 = 0.5;
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| 
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| fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
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|     for mut transform in &mut query {
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|         transform.rotate_x(1.0 * time.delta_seconds() * ROTATION_SPEED);
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|         transform.rotate_y(0.7 * time.delta_seconds() * ROTATION_SPEED);
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|     }
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| }
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