bevy/examples/3d/lighting.rs
Rosy 83a1c07c01
lighting.rs example: Improved ambient light showcase (#19658)
# Objective

As someone who is currently learning Bevy, I found the implementation of
the ambient light in the 3d/lighting.rs example unsatisfactory.

## Solution

- I adjusted the brightness of the ambient light in the scene to 200
(where the default is 80). It was previously 0.02, a value so low it has
no noticeable effect.
- I added a keybind (space bar) to toggle the ambient light, allowing
users to see the difference it makes. I also added text showing the
state of the ambient light (on, off) and text showing the keybind.

I'm very new to Bevy and Rust, so apologies if any of this code is not
up to scratch.

## Testing

I checked all the text still updates correctly and all keybinds still
work. In my testing, it looks to work okay.
I'd appreciate others testing too, just to make sure. 

---

## Showcase

<details>
  <summary>Click to view showcase</summary>
<img width="960" alt="Screenshot (11)"
src="https://github.com/user-attachments/assets/916e569e-cd49-43fd-b81d-aae600890cd3"
/>
<img width="959" alt="Screenshot (12)"
src="https://github.com/user-attachments/assets/0e16bb3a-c38a-4a8d-8248-edf3b820d238"
/>
</details>
2025-06-15 16:49:48 +00:00

345 lines
10 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,
toggle_ambient_light,
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
// ambient lights' brightnesses are measured in candela per meter square, calculable as (color * brightness)
commands.insert_resource(AmbientLight {
color: ORANGE_RED.into(),
brightness: 200.0,
..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::new("Ambient light is on\n"),
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("Space - Toggle ambient light\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, 2) = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
*writer.text(entity, 3) = format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
);
*writer.text(entity, 4) = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
**exposure = Exposure::from_physical_camera(**parameters);
}
fn toggle_ambient_light(
key_input: Res<ButtonInput<KeyCode>>,
mut ambient_light: ResMut<AmbientLight>,
text: Single<Entity, With<Text>>,
mut writer: TextUiWriter,
) {
if key_input.just_pressed(KeyCode::Space) {
if ambient_light.brightness > 1. {
ambient_light.brightness = 0.;
} else {
ambient_light.brightness = 200.;
}
let entity = *text;
let ambient_light_state_text: &str = match ambient_light.brightness {
0. => "off",
_ => "on",
};
*writer.text(entity, 1) = format!("Ambient light is {}\n", ambient_light_state_text);
}
}
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;
}
}