Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
		
			
				
	
	
		
			71 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to create a 3D orthographic view (for isometric-look games or CAD applications).
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use bevy::{prelude::*, render::camera::ScalingMode};
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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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/// set up a simple 3D scene
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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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) {
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    // camera
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    commands.spawn(Camera3dBundle {
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        projection: OrthographicProjection {
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            // 6 world units per window height.
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            scaling_mode: ScalingMode::FixedVertical(6.0),
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            ..default()
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        }
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        .into(),
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        transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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    // plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Plane::from_size(5.0)),
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        material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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        ..default()
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    });
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    // cubes
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Cube { size: 1.0 }),
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        material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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        transform: Transform::from_xyz(1.5, 0.5, 1.5),
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        ..default()
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    });
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Cube { size: 1.0 }),
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        material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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        transform: Transform::from_xyz(1.5, 0.5, -1.5),
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        ..default()
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    });
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Cube { size: 1.0 }),
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        material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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        transform: Transform::from_xyz(-1.5, 0.5, 1.5),
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        ..default()
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    });
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Cube { size: 1.0 }),
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        material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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        transform: Transform::from_xyz(-1.5, 0.5, -1.5),
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        ..default()
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    });
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    // light
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    commands.spawn(PointLightBundle {
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        transform: Transform::from_xyz(3.0, 8.0, 5.0),
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        point_light: PointLight {
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            intensity: 150_000.0,
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            ..default()
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        },
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        ..default()
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    });
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}
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