
# 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`
61 lines
1.8 KiB
Rust
61 lines
1.8 KiB
Rust
//! Shows how to animate material properties
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use bevy::prelude::*;
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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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.add_systems(Update, animate_materials)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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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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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(3.0, 1.0, 3.0)
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.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 1_000.0,
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},
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));
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let cube = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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for x in -1..2 {
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for z in -1..2 {
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commands.spawn(PbrBundle {
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mesh: cube.clone(),
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material: materials.add(Color::WHITE),
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transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
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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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fn animate_materials(
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material_handles: Query<&Handle<StandardMaterial>>,
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time: Res<Time>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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for (i, material_handle) in material_handles.iter().enumerate() {
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if let Some(material) = materials.get_mut(material_handle) {
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let color = Color::hsl(
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((i as f32 * 2.345 + time.elapsed_seconds_wrapped()) * 100.0) % 360.0,
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1.0,
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0.5,
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);
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material.base_color = color;
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}
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}
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}
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