forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
lighting.rs
322 lines (299 loc) · 9.86 KB
/
lighting.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
//! 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, 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
commands.insert_resource(AmbientLight {
color: ORANGE_RED.into(),
brightness: 0.02,
});
// 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),
))
.with_children(|builder| {
builder.spawn((
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),
))
.with_child((
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),
))
.with_children(|builder| {
builder.spawn((
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()
},
))
.with_children(|p| {
p.spawn(TextSpan(format!(
"Aperture: f/{:.0}\n",
parameters.aperture_f_stops,
)));
p.spawn(TextSpan(format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
)));
p.spawn(TextSpan(format!(
"Sensitivity: ISO {:.0}\n",
parameters.sensitivity_iso
)));
p.spawn(TextSpan::new("\n\n"));
p.spawn(TextSpan::new("Controls\n"));
p.spawn(TextSpan::new("---------------\n"));
p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
p.spawn(TextSpan::new("1/2 - Decrease/Increase aperture\n"));
p.spawn(TextSpan::new("Arrow keys - Move objects\n"));
p.spawn(TextSpan::new("3/4 - Decrease/Increase shutter speed\n"));
p.spawn(TextSpan::new("5/6 - Decrease/Increase sensitivity\n"));
p.spawn(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, 1) = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
*writer.text(entity, 2) = format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
);
*writer.text(entity, 3) = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
**exposure = Exposure::from_physical_camera(**parameters);
}
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;
}
}