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