269 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			269 lines
		
	
	
		
			8.1 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::{pbr::CascadeShadowConfigBuilder, prelude::*};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, (movement, animate_light_direction))
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct Movable;
 | 
						|
 | 
						|
/// set up a simple 3D scene
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
) {
 | 
						|
    // ground plane
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: meshes.add(shape::Plane::from_size(10.0).into()),
 | 
						|
        material: materials.add(StandardMaterial {
 | 
						|
            base_color: Color::WHITE,
 | 
						|
            perceptual_roughness: 1.0,
 | 
						|
            ..default()
 | 
						|
        }),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // left wall
 | 
						|
    let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
 | 
						|
    transform.rotate_z(PI / 2.);
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
 | 
						|
        transform,
 | 
						|
        material: materials.add(StandardMaterial {
 | 
						|
            base_color: Color::INDIGO,
 | 
						|
            perceptual_roughness: 1.0,
 | 
						|
            ..default()
 | 
						|
        }),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // back (right) wall
 | 
						|
    let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
 | 
						|
    transform.rotate_x(PI / 2.);
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
 | 
						|
        transform,
 | 
						|
        material: materials.add(StandardMaterial {
 | 
						|
            base_color: Color::INDIGO,
 | 
						|
            perceptual_roughness: 1.0,
 | 
						|
            ..default()
 | 
						|
        }),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // 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((
 | 
						|
        PbrBundle {
 | 
						|
            mesh: meshes.add(Mesh::from(shape::Quad::new(Vec2::new(2.0, 0.5)))),
 | 
						|
            transform,
 | 
						|
            material: 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()
 | 
						|
            }),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        Movable,
 | 
						|
    ));
 | 
						|
 | 
						|
    // cube
 | 
						|
    commands.spawn((
 | 
						|
        PbrBundle {
 | 
						|
            mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
 | 
						|
            material: materials.add(StandardMaterial {
 | 
						|
                base_color: Color::PINK,
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            transform: Transform::from_xyz(0.0, 0.5, 0.0),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        Movable,
 | 
						|
    ));
 | 
						|
    // sphere
 | 
						|
    commands.spawn((
 | 
						|
        PbrBundle {
 | 
						|
            mesh: meshes.add(Mesh::from(shape::UVSphere {
 | 
						|
                radius: 0.5,
 | 
						|
                ..default()
 | 
						|
            })),
 | 
						|
            material: materials.add(StandardMaterial {
 | 
						|
                base_color: Color::LIME_GREEN,
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            transform: Transform::from_xyz(1.5, 1.0, 1.5),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        Movable,
 | 
						|
    ));
 | 
						|
 | 
						|
    // ambient light
 | 
						|
    commands.insert_resource(AmbientLight {
 | 
						|
        color: Color::ORANGE_RED,
 | 
						|
        brightness: 0.02,
 | 
						|
    });
 | 
						|
 | 
						|
    // red point light
 | 
						|
    commands
 | 
						|
        .spawn(PointLightBundle {
 | 
						|
            // transform: Transform::from_xyz(5.0, 8.0, 2.0),
 | 
						|
            transform: Transform::from_xyz(1.0, 2.0, 0.0),
 | 
						|
            point_light: PointLight {
 | 
						|
                intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
 | 
						|
                color: Color::RED,
 | 
						|
                shadows_enabled: true,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            ..default()
 | 
						|
        })
 | 
						|
        .with_children(|builder| {
 | 
						|
            builder.spawn(PbrBundle {
 | 
						|
                mesh: meshes.add(Mesh::from(shape::UVSphere {
 | 
						|
                    radius: 0.1,
 | 
						|
                    ..default()
 | 
						|
                })),
 | 
						|
                material: materials.add(StandardMaterial {
 | 
						|
                    base_color: Color::RED,
 | 
						|
                    emissive: Color::rgba_linear(7.13, 0.0, 0.0, 0.0),
 | 
						|
                    ..default()
 | 
						|
                }),
 | 
						|
                ..default()
 | 
						|
            });
 | 
						|
        });
 | 
						|
 | 
						|
    // green spot light
 | 
						|
    commands
 | 
						|
        .spawn(SpotLightBundle {
 | 
						|
            transform: Transform::from_xyz(-1.0, 2.0, 0.0)
 | 
						|
                .looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
 | 
						|
            spot_light: SpotLight {
 | 
						|
                intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
 | 
						|
                color: Color::GREEN,
 | 
						|
                shadows_enabled: true,
 | 
						|
                inner_angle: 0.6,
 | 
						|
                outer_angle: 0.8,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            ..default()
 | 
						|
        })
 | 
						|
        .with_children(|builder| {
 | 
						|
            builder.spawn(PbrBundle {
 | 
						|
                transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
 | 
						|
                mesh: meshes.add(Mesh::from(shape::Capsule {
 | 
						|
                    depth: 0.125,
 | 
						|
                    radius: 0.1,
 | 
						|
                    ..default()
 | 
						|
                })),
 | 
						|
                material: materials.add(StandardMaterial {
 | 
						|
                    base_color: Color::GREEN,
 | 
						|
                    emissive: Color::rgba_linear(0.0, 7.13, 0.0, 0.0),
 | 
						|
                    ..default()
 | 
						|
                }),
 | 
						|
                ..default()
 | 
						|
            });
 | 
						|
        });
 | 
						|
 | 
						|
    // blue point light
 | 
						|
    commands
 | 
						|
        .spawn(PointLightBundle {
 | 
						|
            // transform: Transform::from_xyz(5.0, 8.0, 2.0),
 | 
						|
            transform: Transform::from_xyz(0.0, 4.0, 0.0),
 | 
						|
            point_light: PointLight {
 | 
						|
                intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
 | 
						|
                color: Color::BLUE,
 | 
						|
                shadows_enabled: true,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            ..default()
 | 
						|
        })
 | 
						|
        .with_children(|builder| {
 | 
						|
            builder.spawn(PbrBundle {
 | 
						|
                mesh: meshes.add(Mesh::from(shape::UVSphere {
 | 
						|
                    radius: 0.1,
 | 
						|
                    ..default()
 | 
						|
                })),
 | 
						|
                material: materials.add(StandardMaterial {
 | 
						|
                    base_color: Color::BLUE,
 | 
						|
                    emissive: Color::rgba_linear(0.0, 0.0, 7.13, 0.0),
 | 
						|
                    ..default()
 | 
						|
                }),
 | 
						|
                ..default()
 | 
						|
            });
 | 
						|
        });
 | 
						|
 | 
						|
    // directional 'sun' light
 | 
						|
    commands.spawn(DirectionalLightBundle {
 | 
						|
        directional_light: DirectionalLight {
 | 
						|
            shadows_enabled: true,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        transform: 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.
 | 
						|
        cascade_shadow_config: CascadeShadowConfigBuilder {
 | 
						|
            first_cascade_far_bound: 4.0,
 | 
						|
            maximum_distance: 10.0,
 | 
						|
            ..default()
 | 
						|
        }
 | 
						|
        .into(),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // camera
 | 
						|
    commands.spawn(Camera3dBundle {
 | 
						|
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 | 
						|
 | 
						|
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_seconds() * 0.5);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn movement(
 | 
						|
    input: Res<Input<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::Up) {
 | 
						|
            direction.y += 1.0;
 | 
						|
        }
 | 
						|
        if input.pressed(KeyCode::Down) {
 | 
						|
            direction.y -= 1.0;
 | 
						|
        }
 | 
						|
        if input.pressed(KeyCode::Left) {
 | 
						|
            direction.x -= 1.0;
 | 
						|
        }
 | 
						|
        if input.pressed(KeyCode::Right) {
 | 
						|
            direction.x += 1.0;
 | 
						|
        }
 | 
						|
 | 
						|
        transform.translation += time.delta_seconds() * 2.0 * direction;
 | 
						|
    }
 | 
						|
}
 |