add directional light, disable ambient light
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parent
ec1f7cf96c
commit
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44
src/world.rs
44
src/world.rs
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@ -3,6 +3,8 @@ use bevy::prelude::*;
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use bevy::core_pipeline::Skybox;
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use bevy::asset::LoadState;
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use bevy::render::render_resource::{TextureViewDescriptor, TextureViewDimension};
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use bevy::pbr::CascadeShadowConfigBuilder;
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use std::f32::consts::PI;
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#[derive(Resource)]
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pub struct Cubemap {
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@ -16,6 +18,7 @@ pub 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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mut ambient_light: ResMut<AmbientLight>,
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asset_server: Res<AssetServer>,
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) {
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// Add skybox
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@ -37,10 +40,10 @@ pub fn setup(
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});
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// Add spheres
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let sphere_radius = 0.25;
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let sphere_radius = 1.0;
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let sphere_handle = meshes.add(Sphere::new(sphere_radius));
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let white_handle = materials.add(StandardMaterial {
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base_color: Color::WHITE,
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base_color: Color::GRAY,
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perceptual_roughness: 1.0,
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..default()
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});
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@ -54,6 +57,43 @@ pub fn setup(
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),
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..default()
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});
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// Space is DARK
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ambient_light.brightness = 0.0;
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// Add Light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(5.0, 5.0, 0.0),
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point_light: PointLight {
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intensity: 0.0,
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range: 500.0,
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color: Color::WHITE,
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI / 2.,
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-PI / 4.,
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)),
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cascade_shadow_config: CascadeShadowConfigBuilder {
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first_cascade_far_bound: 7.0,
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maximum_distance: 25.0,
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..default()
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}
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.into(),
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..default()
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});
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}
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pub fn load_cubemap_asset(
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