bevy/examples/3d/wireframe.rs
Carter Anderson dd619a1087
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# Objective

After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.

The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.

Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
 
Fixes #11577 

---

## Changelog

- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.

## Migration Guide

- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
2024-02-15 20:42:48 +00:00

166 lines
4.9 KiB
Rust

//! Showcases wireframe rendering.
//!
//! Wireframes currently do not work when using webgl or webgpu.
//! Supported platforms:
//! - DX12
//! - Vulkan
//! - Metal
//!
//! This is a native only feature.
use bevy::{
pbr::wireframe::{NoWireframe, Wireframe, WireframeColor, WireframeConfig, WireframePlugin},
prelude::*,
render::{
render_resource::WgpuFeatures,
settings::{RenderCreation, WgpuSettings},
RenderPlugin,
},
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(RenderPlugin {
render_creation: RenderCreation::Automatic(WgpuSettings {
// WARN this is a native only feature. It will not work with webgl or webgpu
features: WgpuFeatures::POLYGON_MODE_LINE,
..default()
}),
}),
// You need to add this plugin to enable wireframe rendering
WireframePlugin,
))
// Wireframes can be configured with this resource. This can be changed at runtime.
.insert_resource(WireframeConfig {
// The global wireframe config enables drawing of wireframes on every mesh,
// except those with `NoWireframe`. Meshes with `Wireframe` will always have a wireframe,
// regardless of the global configuration.
global: true,
// Controls the default color of all wireframes. Used as the default color for global wireframes.
// Can be changed per mesh using the `WireframeColor` component.
default_color: Color::WHITE,
})
.add_systems(Startup, setup)
.add_systems(Update, update_colors)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(Color::BLUE),
..default()
});
// Red cube: Never renders a wireframe
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::RED),
transform: Transform::from_xyz(-1.0, 0.5, -1.0),
..default()
},
NoWireframe,
));
// Orange cube: Follows global wireframe setting
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::ORANGE),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// Green cube: Always renders a wireframe
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::GREEN),
transform: Transform::from_xyz(1.0, 0.5, 1.0),
..default()
},
Wireframe,
// This lets you configure the wireframe color of this entity.
// If not set, this will use the color in `WireframeConfig`
WireframeColor {
color: Color::GREEN,
},
));
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(2.0, 4.0, 2.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Text used to show controls
commands.spawn(
TextBundle::from_section("", TextStyle::default()).with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
/// This system let's you toggle various wireframe settings
fn update_colors(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut config: ResMut<WireframeConfig>,
mut wireframe_colors: Query<&mut WireframeColor>,
mut text: Query<&mut Text>,
) {
text.single_mut().sections[0].value = format!(
"
Controls
---------------
Z - Toggle global
X - Change global color
C - Change color of the green cube wireframe
WireframeConfig
-------------
Global: {}
Color: {:?}
",
config.global, config.default_color,
);
// Toggle showing a wireframe on all meshes
if keyboard_input.just_pressed(KeyCode::KeyZ) {
config.global = !config.global;
}
// Toggle the global wireframe color
if keyboard_input.just_pressed(KeyCode::KeyX) {
config.default_color = if config.default_color == Color::WHITE {
Color::PINK
} else {
Color::WHITE
};
}
// Toggle the color of a wireframe using WireframeColor and not the global color
if keyboard_input.just_pressed(KeyCode::KeyC) {
for mut color in &mut wireframe_colors {
color.color = if color.color == Color::GREEN {
Color::RED
} else {
Color::GREEN
};
}
}
}