pub struct Exposure {
pub ev100: f32,
}
Expand description
How much energy a Camera3d
absorbs from incoming light.
Fields§
§ev100: f32
Implementations§
§impl Exposure
impl Exposure
pub const SUNLIGHT: Exposure = _
pub const OVERCAST: Exposure = _
pub const INDOOR: Exposure = _
pub const BLENDER: Exposure = _
pub const BLENDER: Exposure = _
This value was calibrated to match Blender’s implicit/default exposure as closely as possible. It also happens to be a reasonable default.
See https://github.com/bevyengine/bevy/issues/11577 for details.
pub const EV100_SUNLIGHT: f32 = 15f32
pub const EV100_OVERCAST: f32 = 12f32
pub const EV100_INDOOR: f32 = 7f32
pub const EV100_BLENDER: f32 = 9.6999998f32
pub const EV100_BLENDER: f32 = 9.6999998f32
This value was calibrated to match Blender’s implicit/default exposure as closely as possible. It also happens to be a reasonable default.
See https://github.com/bevyengine/bevy/issues/11577 for details.
pub fn from_physical_camera(
physical_camera_parameters: PhysicalCameraParameters
) -> Exposure
pub fn from_physical_camera( physical_camera_parameters: PhysicalCameraParameters ) -> Exposure
Examples found in repository?
examples/3d/lighting.rs (line 274)
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
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(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)),
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(Cuboid::new(5.0, 0.15, 5.0)),
transform,
material: materials.add(StandardMaterial {
base_color: INDIGO.into(),
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(Cuboid::new(5.0, 0.15, 5.0)),
transform,
material: materials.add(StandardMaterial {
base_color: INDIGO.into(),
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(Rectangle::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(Cuboid::default()),
material: materials.add(StandardMaterial {
base_color: DEEP_PINK.into(),
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
Movable,
));
// sphere
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: LIMEGREEN.into(),
..default()
}),
transform: Transform::from_xyz(1.5, 1.0, 1.5),
..default()
},
Movable,
));
// ambient light
commands.insert_resource(AmbientLight {
color: ORANGE_RED.into(),
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: 100_000.0,
color: RED.into(),
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: RED.into(),
emissive: Color::linear_rgba(713.0, 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: 100_000.0,
color: LIME.into(),
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(Capsule3d::new(0.1, 0.125)),
material: materials.add(StandardMaterial {
base_color: LIME.into(),
emissive: Color::linear_rgba(0.0, 713.0, 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: 100_000.0,
color: BLUE.into(),
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: BLUE.into(),
emissive: Color::linear_rgba(0.0, 0.0, 713.0, 0.0),
..default()
}),
..default()
});
});
// directional 'sun' light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: light_consts::lux::OVERCAST_DAY,
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()
});
// example instructions
let style = TextStyle {
font_size: 20.0,
..default()
};
commands.spawn(
TextBundle::from_sections(vec![
TextSection::new(
format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops),
style.clone(),
),
TextSection::new(
format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
),
style.clone(),
),
TextSection::new(
format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso),
style.clone(),
),
TextSection::new("\n\n", style.clone()),
TextSection::new("Controls\n", style.clone()),
TextSection::new("---------------\n", style.clone()),
TextSection::new("Arrow keys - Move objects\n", style.clone()),
TextSection::new("1/2 - Decrease/Increase aperture\n", style.clone()),
TextSection::new("3/4 - Decrease/Increase shutter speed\n", style.clone()),
TextSection::new("5/6 - Decrease/Increase sensitivity\n", style.clone()),
TextSection::new("R - Reset exposure", style),
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
exposure: Exposure::from_physical_camera(**parameters),
..default()
});
}
fn update_exposure(
key_input: Res<ButtonInput<KeyCode>>,
mut parameters: ResMut<Parameters>,
mut exposure: Query<&mut Exposure>,
mut text: Query<&mut Text>,
) {
// TODO: Clamp values to a reasonable range
let mut text = text.single_mut();
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();
}
text.sections[0].value = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
text.sections[1].value = format!(
"Shutter speed: 1/{:.0}s\n",
1.0 / parameters.shutter_speed_s
);
text.sections[2].value = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
*exposure.single_mut() = Exposure::from_physical_camera(**parameters);
}
pub fn exposure(&self) -> f32
pub fn exposure(&self) -> f32
Converts EV100 values to exposure values. https://google.github.io/filament/Filament.md.html#imagingpipeline/physicallybasedcamera/exposure
Trait Implementations§
§impl Component for Exposure
impl Component for Exposure
§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
Called when registering this component, allowing mutable access to its
ComponentHooks
.§impl FromReflect for Exposure
impl FromReflect for Exposure
§fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Exposure>
fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Exposure>
Constructs a concrete instance of
Self
from a reflected value.§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Attempts to downcast the given value to
Self
using,
constructing the value using from_reflect
if that fails. Read more§impl GetTypeRegistration for Exposure
impl GetTypeRegistration for Exposure
§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
Returns the default
TypeRegistration
for this type.§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Registers other types needed by this type. Read more
§impl Reflect for Exposure
impl Reflect for Exposure
§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Returns the value as a
&mut dyn Any
.§fn into_reflect(self: Box<Exposure>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Exposure>) -> Box<dyn Reflect>
Casts this type to a boxed reflected value.
§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Casts this type to a reflected value.
§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Casts this type to a mutable reflected value.
§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Clones the value as a
Reflect
trait object. Read more§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
Applies a reflected value to this value. Read more
§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
Performs a type-checked assignment of a reflected value to this value. Read more
§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Returns a zero-sized enumeration of “kinds” of type. Read more
§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Returns an immutable enumeration of “kinds” of type. Read more
§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Returns a mutable enumeration of “kinds” of type. Read more
§fn reflect_owned(self: Box<Exposure>) -> ReflectOwned
fn reflect_owned(self: Box<Exposure>) -> ReflectOwned
Returns an owned enumeration of “kinds” of type. Read more
§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Returns a hash of the value (which includes the type). Read more
§fn reflect_partial_eq(&self, _value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, _value: &(dyn Reflect + 'static)) -> Option<bool>
Returns a “partial equality” comparison result. Read more
§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Debug formatter for the value. Read more
§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
Returns a serializable version of the value. Read more
§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Indicates whether or not this type is a dynamic type. Read more
§impl TypePath for Exposure
impl TypePath for Exposure
§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
impl Copy for Exposure
Auto Trait Implementations§
impl Freeze for Exposure
impl RefUnwindSafe for Exposure
impl Send for Exposure
impl Sync for Exposure
impl Unpin for Exposure
impl UnwindSafe for Exposure
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )
unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<C> DynamicBundle for Cwhere
C: Component,
impl<C> DynamicBundle for Cwhere
C: Component,
fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))
§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
See
TypePath::type_path
.§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
See
TypePath::type_ident
.§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
See
TypePath::crate_name
.§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.§impl<T> GetPath for T
impl<T> GetPath for T
§fn reflect_path<'p>(
&self,
path: impl ReflectPath<'p>
) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path<'p>( &self, path: impl ReflectPath<'p> ) -> Result<&(dyn Reflect + 'static), ReflectPathError<'p>>
Returns a reference to the value specified by
path
. Read more§fn reflect_path_mut<'p>(
&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p> ) -> Result<&mut (dyn Reflect + 'static), ReflectPathError<'p>>
Returns a mutable reference to the value specified by
path
. Read more§fn path<'p, T>(
&self,
path: impl ReflectPath<'p>
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
fn path<'p, T>(
&self,
path: impl ReflectPath<'p>
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
Returns a statically typed reference to the value specified by
path
. Read more§fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
Returns a statically typed mutable reference to the value specified by
path
. Read more§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
§impl<T> NoneValue for Twhere
T: Default,
impl<T> NoneValue for Twhere
T: Default,
type NoneType = T
§fn null_value() -> T
fn null_value() -> T
The none-equivalent value.
§impl<T> Pointable for T
impl<T> Pointable for T
source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
ReadEndian::read_from_little_endian()
.