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Spherical area lights example (#3498)
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I was putting together the Bevy 0.6 release blog post and wanted a simple area light radius example, so here we are :)

![image](https://user-images.githubusercontent.com/2694663/147786883-63454290-b5b1-4456-9762-0b0b47e16bb5.png)
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cart committed Dec 30, 2021
1 parent c641a90 commit 1d0d8a3
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4 changes: 4 additions & 0 deletions Cargo.toml
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Expand Up @@ -181,6 +181,10 @@ path = "examples/3d/shadow_biases.rs"
name = "shadow_caster_receiver"
path = "examples/3d/shadow_caster_receiver.rs"

[[example]]
name = "spherical_area_lights"
path = "examples/3d/spherical_area_lights.rs"

[[example]]
name = "texture"
path = "examples/3d/texture.rs"
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73 changes: 73 additions & 0 deletions examples/3d/spherical_area_lights.rs
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@@ -0,0 +1,73 @@
use bevy::prelude::*;

fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}

fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(1.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
});

// plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 100.0 })),
material: materials.add(StandardMaterial {
base_color: Color::rgb(0.2, 0.2, 0.2),
perceptual_roughness: 0.08,
..Default::default()
}),
..Default::default()
});

const COUNT: usize = 6;
let position_range = -4.0..4.0;
let radius_range = 0.0..0.8;
let pos_len = position_range.end - position_range.start;
let radius_len = radius_range.end - radius_range.start;
let mesh = meshes.add(Mesh::from(shape::UVSphere {
sectors: 128,
stacks: 64,
..Default::default()
}));

for i in 0..COUNT {
let percent = i as f32 / COUNT as f32;
let radius = radius_range.start + percent * radius_len;

// sphere light
commands
.spawn_bundle(PbrBundle {
mesh: mesh.clone(),
material: materials.add(StandardMaterial {
base_color: Color::rgb(0.5, 0.5, 1.0),
unlit: true,
..Default::default()
}),
transform: Transform::from_xyz(position_range.start + percent * pos_len, 0.6, 0.0)
.with_scale(Vec3::splat(radius)),
..Default::default()
})
.with_children(|children| {
children.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
radius,
color: Color::rgb(0.2, 0.2, 1.0),
..Default::default()
},
..Default::default()
});
});
}
}
1 change: 1 addition & 0 deletions examples/README.md
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Expand Up @@ -105,6 +105,7 @@ Example | File | Description
`pbr` | [`3d/pbr.rs`](./3d/pbr.rs) | Demonstrates use of Physically Based Rendering (PBR) properties
`shadow_caster_receiver` | [`3d/shadow_caster_receiver.rs`](./3d/shadow_caster_receiver.rs) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
`shadow_biases` | [`3d/shadow_biases.rs`](./3d/shadow_biases.rs) | Demonstrates how shadow biases affect shadows in a 3d scene
`spherical_area_lights` | [`3d/spherical_area_lights.rs`](./3d/spherical_area_lights.rs) | Demonstrates how point light radius values affect light behavior.
`texture` | [`3d/texture.rs`](./3d/texture.rs) | Shows configuration of texture materials
`update_gltf_scene` | [`3d/update_gltf_scene.rs`](./3d/update_gltf_scene.rs) | Update a scene from a gltf file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene
`wireframe` | [`3d/wireframe.rs`](./3d/wireframe.rs) | Showcases wireframe rendering
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