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>
		
			
				
	
	
		
			106 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{
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    asset::LoadState,
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    prelude::*,
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    reflect::TypePath,
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    render::render_resource::{AsBindGroup, ShaderRef},
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};
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/// This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
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/// uniform variable.
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins,
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            MaterialPlugin::<ArrayTextureMaterial>::default(),
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        ))
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        .add_systems(Startup, setup)
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        .add_systems(Update, create_array_texture)
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        .run();
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}
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#[derive(Resource)]
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struct LoadingTexture {
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    is_loaded: bool,
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    handle: Handle<Image>,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // Start loading the texture.
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    commands.insert_resource(LoadingTexture {
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        is_loaded: false,
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        handle: asset_server.load("textures/array_texture.png"),
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    });
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    // light
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 150_000.0,
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            ..Default::default()
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        },
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        transform: Transform::from_xyz(-3.0, 2.0, -1.0),
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        ..Default::default()
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    });
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 150_000.0,
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            ..Default::default()
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        },
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        transform: Transform::from_xyz(3.0, 2.0, 1.0),
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        ..Default::default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
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        ..Default::default()
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    });
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}
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fn create_array_texture(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut loading_texture: ResMut<LoadingTexture>,
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    mut images: ResMut<Assets<Image>>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<ArrayTextureMaterial>>,
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) {
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    if loading_texture.is_loaded
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        || asset_server.load_state(loading_texture.handle.clone()) != LoadState::Loaded
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    {
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        return;
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    }
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    loading_texture.is_loaded = true;
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    let image = images.get_mut(&loading_texture.handle).unwrap();
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    // Create a new array texture asset from the loaded texture.
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    let array_layers = 4;
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    image.reinterpret_stacked_2d_as_array(array_layers);
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    // Spawn some cubes using the array texture
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    let mesh_handle = meshes.add(shape::Cube { size: 1.0 });
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    let material_handle = materials.add(ArrayTextureMaterial {
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        array_texture: loading_texture.handle.clone(),
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    });
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    for x in -5..=5 {
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        commands.spawn(MaterialMeshBundle {
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            mesh: mesh_handle.clone(),
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            material: material_handle.clone(),
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            transform: Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
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            ..Default::default()
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        });
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    }
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct ArrayTextureMaterial {
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    #[texture(0, dimension = "2d_array")]
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    #[sampler(1)]
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    array_texture: Handle<Image>,
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}
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impl Material for ArrayTextureMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/array_texture.wgsl".into()
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    }
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}
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