3D Rendering / Spotlight

Back to examples View in GitHub

Support Warning

WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.

//! Illustrates spot lights.

use std::f32::consts::*;

use bevy::{pbr::NotShadowCaster, prelude::*};
use rand::{rngs::StdRng, Rng, SeedableRng};

const INSTRUCTIONS: &str = "\
Controls
--------
Horizontal Movement: WASD
Vertical Movement: Space and Shift
Rotate Camera: Left and Right Arrows";

fn main() {
    App::new()
        .insert_resource(AmbientLight {
            brightness: 20.0,
            ..default()
        })
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, (light_sway, movement, rotation))
        .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>>,
) {
    // ground plane
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
            material: materials.add(Color::WHITE),
            ..default()
        },
        Movable,
    ));

    // cubes
    let mut rng = StdRng::seed_from_u64(19878367467713);
    let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
    let blue = materials.add(Color::rgb_u8(124, 144, 255));

    commands.spawn_batch(
        std::iter::repeat_with(move || {
            let x = rng.gen_range(-5.0..5.0);
            let y = rng.gen_range(0.0..3.0);
            let z = rng.gen_range(-5.0..5.0);

            (
                PbrBundle {
                    mesh: cube_mesh.clone(),
                    material: blue.clone(),
                    transform: Transform::from_xyz(x, y, z),
                    ..default()
                },
                Movable,
            )
        })
        .take(40),
    );

    let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
    let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
    let red_emissive = materials.add(StandardMaterial {
        base_color: Color::RED,
        emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
        ..default()
    });
    let maroon_emissive = materials.add(StandardMaterial {
        base_color: Color::MAROON,
        emissive: Color::rgba_linear(50.0, 0.0, 0.0, 0.0),
        ..default()
    });

    for x in 0..4 {
        for z in 0..4 {
            let x = x as f32 - 2.0;
            let z = z as f32 - 2.0;
            // red spot_light
            commands
                .spawn(SpotLightBundle {
                    transform: Transform::from_xyz(1.0 + x, 2.0, z)
                        .looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
                    spot_light: SpotLight {
                        intensity: 40_000.0, // lumens
                        color: Color::WHITE,
                        shadows_enabled: true,
                        inner_angle: PI / 4.0 * 0.85,
                        outer_angle: PI / 4.0,
                        ..default()
                    },
                    ..default()
                })
                .with_children(|builder| {
                    builder.spawn(PbrBundle {
                        mesh: sphere_mesh.clone(),
                        material: red_emissive.clone(),
                        ..default()
                    });
                    builder.spawn((
                        PbrBundle {
                            transform: Transform::from_translation(Vec3::Z * -0.1),
                            mesh: sphere_mesh_direction.clone(),
                            material: maroon_emissive.clone(),
                            ..default()
                        },
                        NotShadowCaster,
                    ));
                });
        }
    }

    // camera
    commands.spawn(Camera3dBundle {
        camera: Camera {
            hdr: true,
            ..default()
        },
        transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });

    commands.spawn(
        TextBundle::from_section(
            INSTRUCTIONS,
            TextStyle {
                font_size: 20.0,
                ..default()
            },
        )
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(12.0),
            left: Val::Px(12.0),
            ..default()
        }),
    );
}

fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
    for (mut transform, mut angles) in query.iter_mut() {
        transform.rotation = Quat::from_euler(
            EulerRot::XYZ,
            -FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
            (time.elapsed_seconds() * 3.0).sin() * 0.5,
            0.0,
        );
        let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
        angles.inner_angle = angle * 0.8;
        angles.outer_angle = angle;
    }
}

fn movement(
    input: Res<ButtonInput<KeyCode>>,
    time: Res<Time>,
    mut query: Query<&mut Transform, With<Movable>>,
) {
    // Calculate translation to move the cubes and ground plane
    let mut translation = Vec3::ZERO;

    // Horizontal forward and backward movement
    if input.pressed(KeyCode::KeyW) {
        translation.z += 1.0;
    } else if input.pressed(KeyCode::KeyS) {
        translation.z -= 1.0;
    }

    // Horizontal left and right movement
    if input.pressed(KeyCode::KeyA) {
        translation.x += 1.0;
    } else if input.pressed(KeyCode::KeyD) {
        translation.x -= 1.0;
    }

    // Vertical movement
    if input.pressed(KeyCode::ShiftLeft) {
        translation.y += 1.0;
    } else if input.pressed(KeyCode::Space) {
        translation.y -= 1.0;
    }

    translation *= 2.0 * time.delta_seconds();

    // Apply translation
    for mut transform in &mut query {
        transform.translation += translation;
    }
}

fn rotation(
    mut query: Query<&mut Transform, With<Camera>>,
    input: Res<ButtonInput<KeyCode>>,
    time: Res<Time>,
) {
    let mut transform = query.single_mut();
    let delta = time.delta_seconds();

    if input.pressed(KeyCode::ArrowLeft) {
        transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
    } else if input.pressed(KeyCode::ArrowRight) {
        transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
    }
}