bevy/examples/3d/lighting.rs
François Mockers 54701a844e
Revert "Replace Ambient Lights with Environment Map Lights (#17482)" (#18167)
This reverts commit 0b5302d96a.

# Objective

- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast

## Solution

- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state

This is not an issue with the work done in #17482 that is still
interesting
2025-03-05 23:08:46 +00:00

312 lines
9.3 KiB
Rust

//! Illustrates different lights of various types and colors, some static, some moving over
//! a simple scene.
use std::f32::consts::PI;
use bevy::{
color::palettes::css::*,
pbr::CascadeShadowConfigBuilder,
prelude::*,
render::camera::{Exposure, PhysicalCameraParameters},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(Parameters(PhysicalCameraParameters {
aperture_f_stops: 1.0,
shutter_speed_s: 1.0 / 125.0,
sensitivity_iso: 100.0,
sensor_height: 0.01866,
}))
.add_systems(Startup, setup)
.add_systems(Update, (update_exposure, movement, animate_light_direction))
.run();
}
#[derive(Resource, Default, Deref, DerefMut)]
struct Parameters(PhysicalCameraParameters);
#[derive(Component)]
struct Movable;
/// set up a simple 3D scene
fn setup(
parameters: Res<Parameters>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// ground plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(10.0, 10.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
})),
));
// left wall
let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
transform.rotate_z(PI / 2.);
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: INDIGO.into(),
perceptual_roughness: 1.0,
..default()
})),
transform,
));
// back (right) wall
let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
transform.rotate_x(PI / 2.);
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(5.0, 0.15, 5.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: INDIGO.into(),
perceptual_roughness: 1.0,
..default()
})),
transform,
));
// Bevy logo to demonstrate alpha mask shadows
let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
transform.rotate_y(PI / 8.);
commands.spawn((
Mesh3d(meshes.add(Rectangle::new(2.0, 0.5))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
perceptual_roughness: 1.0,
alpha_mode: AlphaMode::Mask(0.5),
cull_mode: None,
..default()
})),
transform,
Movable,
));
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: DEEP_PINK.into(),
..default()
})),
Transform::from_xyz(0.0, 0.5, 0.0),
Movable,
));
// sphere
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.5).mesh().uv(32, 18))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: LIMEGREEN.into(),
..default()
})),
Transform::from_xyz(1.5, 1.0, 1.5),
Movable,
));
// ambient light
commands.insert_resource(AmbientLight {
color: ORANGE_RED.into(),
brightness: 0.02,
..default()
});
// red point light
commands.spawn((
PointLight {
intensity: 100_000.0,
color: RED.into(),
shadows_enabled: true,
..default()
},
Transform::from_xyz(1.0, 2.0, 0.0),
children![(
Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.into(),
emissive: LinearRgba::new(4.0, 0.0, 0.0, 0.0),
..default()
})),
)],
));
// green spot light
commands.spawn((
SpotLight {
intensity: 100_000.0,
color: LIME.into(),
shadows_enabled: true,
inner_angle: 0.6,
outer_angle: 0.8,
..default()
},
Transform::from_xyz(-1.0, 2.0, 0.0).looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
children![(
Mesh3d(meshes.add(Capsule3d::new(0.1, 0.125))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: LIME.into(),
emissive: LinearRgba::new(0.0, 4.0, 0.0, 0.0),
..default()
})),
Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
)],
));
// blue point light
commands.spawn((
PointLight {
intensity: 100_000.0,
color: BLUE.into(),
shadows_enabled: true,
..default()
},
Transform::from_xyz(0.0, 4.0, 0.0),
children![(
Mesh3d(meshes.add(Sphere::new(0.1).mesh().uv(32, 18))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: BLUE.into(),
emissive: LinearRgba::new(0.0, 0.0, 713.0, 0.0),
..default()
})),
)],
));
// directional 'sun' light
commands.spawn((
DirectionalLight {
illuminance: light_consts::lux::OVERCAST_DAY,
shadows_enabled: true,
..default()
},
Transform {
translation: Vec3::new(0.0, 2.0, 0.0),
rotation: Quat::from_rotation_x(-PI / 4.),
..default()
},
// The default cascade config is designed to handle large scenes.
// As this example has a much smaller world, we can tighten the shadow
// bounds for better visual quality.
CascadeShadowConfigBuilder {
first_cascade_far_bound: 4.0,
maximum_distance: 10.0,
..default()
}
.build(),
));
// example instructions
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
children![
TextSpan(format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops,)),
TextSpan(format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
)),
TextSpan(format!(
"Sensitivity: ISO {:.0}\n",
parameters.sensitivity_iso
)),
TextSpan::new("\n\n"),
TextSpan::new("Controls\n"),
TextSpan::new("---------------\n"),
TextSpan::new("Arrow keys - Move objects\n"),
TextSpan::new("1/2 - Decrease/Increase aperture\n"),
TextSpan::new("3/4 - Decrease/Increase shutter speed\n"),
TextSpan::new("5/6 - Decrease/Increase sensitivity\n"),
TextSpan::new("R - Reset exposure"),
],
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
Exposure::from_physical_camera(**parameters),
));
}
fn update_exposure(
key_input: Res<ButtonInput<KeyCode>>,
mut parameters: ResMut<Parameters>,
mut exposure: Single<&mut Exposure>,
text: Single<Entity, With<Text>>,
mut writer: TextUiWriter,
) {
// TODO: Clamp values to a reasonable range
let entity = *text;
if key_input.just_pressed(KeyCode::Digit2) {
parameters.aperture_f_stops *= 2.0;
} else if key_input.just_pressed(KeyCode::Digit1) {
parameters.aperture_f_stops *= 0.5;
}
if key_input.just_pressed(KeyCode::Digit4) {
parameters.shutter_speed_s *= 2.0;
} else if key_input.just_pressed(KeyCode::Digit3) {
parameters.shutter_speed_s *= 0.5;
}
if key_input.just_pressed(KeyCode::Digit6) {
parameters.sensitivity_iso += 100.0;
} else if key_input.just_pressed(KeyCode::Digit5) {
parameters.sensitivity_iso -= 100.0;
}
if key_input.just_pressed(KeyCode::KeyR) {
*parameters = Parameters::default();
}
*writer.text(entity, 1) = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
*writer.text(entity, 2) = format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
);
*writer.text(entity, 3) = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
**exposure = Exposure::from_physical_camera(**parameters);
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotate_y(time.delta_secs() * 0.5);
}
}
fn movement(
input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut query: Query<&mut Transform, With<Movable>>,
) {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::ArrowUp) {
direction.y += 1.0;
}
if input.pressed(KeyCode::ArrowDown) {
direction.y -= 1.0;
}
if input.pressed(KeyCode::ArrowLeft) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::ArrowRight) {
direction.x += 1.0;
}
transform.translation += time.delta_secs() * 2.0 * direction;
}
}