 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`
		
			
				
	
	
		
			362 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			362 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows how to place reflection probes in the scene.
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| //!
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| //! Press Space to switch between no reflections, environment map reflections
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| //! (i.e. the skybox only, not the cubes), and a full reflection probe that
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| //! reflects the skybox and the cubes. Press Enter to pause rotation.
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| //!
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| //! Reflection probes don't work on WebGL 2 or WebGPU.
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| 
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| use bevy::core_pipeline::Skybox;
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| use bevy::prelude::*;
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| use bevy::render::camera::ExposureSettings;
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| 
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| use std::fmt::{Display, Formatter, Result as FmtResult};
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| 
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| // Rotation speed in radians per frame.
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| const ROTATION_SPEED: f32 = 0.005;
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| 
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| static STOP_ROTATION_HELP_TEXT: &str = "Press Enter to stop rotation";
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| static START_ROTATION_HELP_TEXT: &str = "Press Enter to start rotation";
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| 
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| static REFLECTION_MODE_HELP_TEXT: &str = "Press Space to switch reflection mode";
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| 
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| // The mode the application is in.
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| #[derive(Resource)]
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| struct AppStatus {
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|     // Which environment maps the user has requested to display.
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|     reflection_mode: ReflectionMode,
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|     // Whether the user has requested the scene to rotate.
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|     rotating: bool,
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| }
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| 
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| // Which environment maps the user has requested to display.
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| #[derive(Clone, Copy)]
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| enum ReflectionMode {
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|     // No environment maps are shown.
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|     None = 0,
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|     // Only a world environment map is shown.
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|     EnvironmentMap = 1,
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|     // Both a world environment map and a reflection probe are present. The
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|     // reflection probe is shown in the sphere.
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|     ReflectionProbe = 2,
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| }
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| 
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| // The various reflection maps.
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| #[derive(Resource)]
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| struct Cubemaps {
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|     // The blurry diffuse cubemap. This is used for both the world environment
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|     // map and the reflection probe. (In reality you wouldn't do this, but this
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|     // reduces complexity of this example a bit.)
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|     diffuse: Handle<Image>,
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| 
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|     // The specular cubemap that reflects the world, but not the cubes.
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|     specular_environment_map: Handle<Image>,
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| 
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|     // The specular cubemap that reflects both the world and the cubes.
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|     specular_reflection_probe: Handle<Image>,
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| 
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|     // The skybox cubemap image. This is almost the same as
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|     // `specular_environment_map`.
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|     skybox: Handle<Image>,
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| }
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| 
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| fn main() {
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|     // Create the app.
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .init_resource::<AppStatus>()
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|         .init_resource::<Cubemaps>()
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|         .add_systems(Startup, setup)
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|         .add_systems(PreUpdate, add_environment_map_to_camera)
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|         .add_systems(Update, change_reflection_type)
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|         .add_systems(Update, toggle_rotation)
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|         .add_systems(
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|             Update,
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|             rotate_camera
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|                 .after(toggle_rotation)
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|                 .after(change_reflection_type),
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|         )
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|         .add_systems(Update, update_text.after(rotate_camera))
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|         .run();
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| }
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| 
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| // Spawns all the scene objects.
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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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|     asset_server: Res<AssetServer>,
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|     app_status: Res<AppStatus>,
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|     cubemaps: Res<Cubemaps>,
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| ) {
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|     spawn_scene(&mut commands, &asset_server);
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|     spawn_camera(&mut commands);
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|     spawn_sphere(&mut commands, &mut meshes, &mut materials);
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|     spawn_reflection_probe(&mut commands, &cubemaps);
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|     spawn_text(&mut commands, &asset_server, &app_status);
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| }
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| 
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| // Spawns the cubes, light, and camera.
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| fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/cubes/Cubes.glb#Scene0"),
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|         ..SceneBundle::default()
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|     });
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| }
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| 
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| // Spawns the camera.
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| fn spawn_camera(commands: &mut Commands) {
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|     commands.spawn((
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|         Camera3dBundle {
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|             camera: Camera {
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|                 hdr: true,
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|                 ..default()
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|             },
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|             transform: Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         },
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|         ExposureSettings::OVERCAST,
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|     ));
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| }
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| 
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| // Creates the sphere mesh and spawns it.
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| fn spawn_sphere(
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|     commands: &mut Commands,
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|     meshes: &mut Assets<Mesh>,
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|     materials: &mut Assets<StandardMaterial>,
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| ) {
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|     // Create a sphere mesh.
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|     let sphere_mesh = meshes.add(Sphere::new(1.0).mesh().ico(7).unwrap());
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| 
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|     // Create a sphere.
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|     commands.spawn(PbrBundle {
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|         mesh: sphere_mesh.clone(),
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::hex("#ffd891").unwrap(),
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|             metallic: 1.0,
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|             perceptual_roughness: 0.0,
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|             ..StandardMaterial::default()
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|         }),
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|         transform: Transform::default(),
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|         ..PbrBundle::default()
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|     });
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| }
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| 
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| // Spawns the reflection probe.
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| fn spawn_reflection_probe(commands: &mut Commands, cubemaps: &Cubemaps) {
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|     commands.spawn(ReflectionProbeBundle {
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|         spatial: SpatialBundle {
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|             // 2.0 because the sphere's radius is 1.0 and we want to fully enclose it.
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|             transform: Transform::from_scale(Vec3::splat(2.0)),
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|             ..SpatialBundle::default()
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|         },
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|         light_probe: LightProbe,
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|         environment_map: EnvironmentMapLight {
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|             diffuse_map: cubemaps.diffuse.clone(),
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|             specular_map: cubemaps.specular_reflection_probe.clone(),
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|             intensity: 5000.0,
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|         },
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|     });
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| }
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| 
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| // Spawns the help text.
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| fn spawn_text(commands: &mut Commands, asset_server: &AssetServer, app_status: &AppStatus) {
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|     // Create the text.
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|     commands.spawn(
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|         TextBundle {
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|             text: app_status.create_text(asset_server),
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|             ..TextBundle::default()
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|         }
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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|             bottom: Val::Px(10.0),
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|             left: Val::Px(10.0),
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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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| // Adds a world environment map to the camera. This separate system is needed because the camera is
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| // managed by the scene spawner, as it's part of the glTF file with the cubes, so we have to add
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| // the environment map after the fact.
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| fn add_environment_map_to_camera(
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|     mut commands: Commands,
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|     query: Query<Entity, Added<Camera3d>>,
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|     cubemaps: Res<Cubemaps>,
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| ) {
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|     for camera_entity in query.iter() {
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|         commands
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|             .entity(camera_entity)
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|             .insert(create_camera_environment_map_light(&cubemaps))
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|             .insert(Skybox {
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|                 image: cubemaps.skybox.clone(),
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|                 brightness: 5000.0,
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|             });
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|     }
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| }
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| 
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| // A system that handles switching between different reflection modes.
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| fn change_reflection_type(
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|     mut commands: Commands,
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|     light_probe_query: Query<Entity, With<LightProbe>>,
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|     camera_query: Query<Entity, With<Camera3d>>,
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|     keyboard: Res<ButtonInput<KeyCode>>,
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|     mut app_status: ResMut<AppStatus>,
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|     cubemaps: Res<Cubemaps>,
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| ) {
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|     // Only do anything if space was pressed.
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|     if !keyboard.just_pressed(KeyCode::Space) {
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|         return;
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|     }
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| 
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|     // Switch reflection mode.
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|     app_status.reflection_mode =
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|         ReflectionMode::try_from((app_status.reflection_mode as u32 + 1) % 3).unwrap();
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| 
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|     // Add or remove the light probe.
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|     for light_probe in light_probe_query.iter() {
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|         commands.entity(light_probe).despawn();
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|     }
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|     match app_status.reflection_mode {
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|         ReflectionMode::None | ReflectionMode::EnvironmentMap => {}
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|         ReflectionMode::ReflectionProbe => spawn_reflection_probe(&mut commands, &cubemaps),
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|     }
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| 
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|     // Add or remove the environment map from the camera.
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|     for camera in camera_query.iter() {
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|         match app_status.reflection_mode {
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|             ReflectionMode::None => {
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|                 commands.entity(camera).remove::<EnvironmentMapLight>();
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|             }
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|             ReflectionMode::EnvironmentMap | ReflectionMode::ReflectionProbe => {
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|                 commands
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|                     .entity(camera)
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|                     .insert(create_camera_environment_map_light(&cubemaps));
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|             }
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|         }
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|     }
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| }
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| 
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| // A system that handles enabling and disabling rotation.
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| fn toggle_rotation(keyboard: Res<ButtonInput<KeyCode>>, mut app_status: ResMut<AppStatus>) {
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|     if keyboard.just_pressed(KeyCode::Enter) {
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|         app_status.rotating = !app_status.rotating;
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|     }
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| }
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| 
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| // A system that updates the help text.
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| fn update_text(
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|     mut text_query: Query<&mut Text>,
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|     app_status: Res<AppStatus>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     for mut text in text_query.iter_mut() {
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|         *text = app_status.create_text(&asset_server);
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|     }
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| }
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| 
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| impl TryFrom<u32> for ReflectionMode {
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|     type Error = ();
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| 
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|     fn try_from(value: u32) -> Result<Self, Self::Error> {
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|         match value {
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|             0 => Ok(ReflectionMode::None),
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|             1 => Ok(ReflectionMode::EnvironmentMap),
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|             2 => Ok(ReflectionMode::ReflectionProbe),
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|             _ => Err(()),
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|         }
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|     }
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| }
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| 
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| impl Display for ReflectionMode {
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|     fn fmt(&self, formatter: &mut Formatter<'_>) -> FmtResult {
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|         let text = match *self {
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|             ReflectionMode::None => "No reflections",
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|             ReflectionMode::EnvironmentMap => "Environment map",
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|             ReflectionMode::ReflectionProbe => "Reflection probe",
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|         };
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|         formatter.write_str(text)
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|     }
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| }
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| 
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| impl AppStatus {
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|     // Constructs the help text at the bottom of the screen based on the
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|     // application status.
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|     fn create_text(&self, asset_server: &AssetServer) -> Text {
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|         let rotation_help_text = if self.rotating {
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|             STOP_ROTATION_HELP_TEXT
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|         } else {
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|             START_ROTATION_HELP_TEXT
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|         };
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| 
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|         Text::from_section(
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|             format!(
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|                 "{}\n{}\n{}",
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|                 self.reflection_mode, rotation_help_text, REFLECTION_MODE_HELP_TEXT
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|             ),
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|             TextStyle {
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|                 font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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|                 font_size: 24.0,
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|                 color: Color::ANTIQUE_WHITE,
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|             },
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|         )
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|     }
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| }
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| 
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| // Creates the world environment map light, used as a fallback if no reflection
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| // probe is applicable to a mesh.
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| fn create_camera_environment_map_light(cubemaps: &Cubemaps) -> EnvironmentMapLight {
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|     EnvironmentMapLight {
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|         diffuse_map: cubemaps.diffuse.clone(),
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|         specular_map: cubemaps.specular_environment_map.clone(),
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|         intensity: 5000.0,
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|     }
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| }
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| 
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| // Rotates the camera a bit every frame.
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| fn rotate_camera(
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|     mut camera_query: Query<&mut Transform, With<Camera3d>>,
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|     app_status: Res<AppStatus>,
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| ) {
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|     if !app_status.rotating {
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|         return;
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|     }
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| 
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|     for mut transform in camera_query.iter_mut() {
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|         transform.translation = Vec2::from_angle(ROTATION_SPEED)
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|             .rotate(transform.translation.xz())
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|             .extend(transform.translation.y)
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|             .xzy();
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|         transform.look_at(Vec3::ZERO, Vec3::Y);
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|     }
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| }
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| 
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| // Loads the cubemaps from the assets directory.
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| impl FromWorld for Cubemaps {
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|     fn from_world(world: &mut World) -> Self {
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|         let asset_server = world.resource::<AssetServer>();
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| 
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|         // Just use the specular map for the skybox since it's not too blurry.
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|         // In reality you wouldn't do this--you'd use a real skybox texture--but
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|         // reusing the textures like this saves space in the Bevy repository.
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|         let specular_map = asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2");
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| 
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|         Cubemaps {
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|             diffuse: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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|             specular_reflection_probe: asset_server
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|                 .load("environment_maps/cubes_reflection_probe_specular_rgb9e5_zstd.ktx2"),
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|             specular_environment_map: specular_map.clone(),
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|             skybox: specular_map,
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|         }
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|     }
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| }
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| 
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| impl Default for AppStatus {
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|     fn default() -> Self {
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|         Self {
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|             reflection_mode: ReflectionMode::ReflectionProbe,
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|             rotating: true,
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|         }
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|     }
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| }
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