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.Support for WebGPU in Bevy hasn't been released yet, this example has been compiled using the main branch.
//! Illustrates different lights of various types and colors, some static, some moving over
//! a simple scene.
use std::f32::consts::PI;
use bevy::{pbr::CascadeShadowConfigBuilder, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (movement, animate_light_direction))
.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>>,
asset_server: Res<AssetServer>,
) {
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(10.0).into()),
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(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
transform,
material: materials.add(StandardMaterial {
base_color: Color::INDIGO,
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(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
transform,
material: materials.add(StandardMaterial {
base_color: Color::INDIGO,
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(Mesh::from(shape::Quad::new(Vec2::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(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial {
base_color: Color::PINK,
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
Movable,
));
// sphere
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.5,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::LIME_GREEN,
..default()
}),
transform: Transform::from_xyz(1.5, 1.0, 1.5),
..default()
},
Movable,
));
// ambient light
commands.insert_resource(AmbientLight {
color: Color::ORANGE_RED,
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: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
color: Color::RED,
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.1,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::RED,
emissive: Color::rgba_linear(7.13, 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: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
color: Color::GREEN,
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(Mesh::from(shape::Capsule {
depth: 0.125,
radius: 0.1,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::GREEN,
emissive: Color::rgba_linear(0.0, 7.13, 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: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
color: Color::BLUE,
shadows_enabled: true,
..default()
},
..default()
})
.with_children(|builder| {
builder.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.1,
..default()
})),
material: materials.add(StandardMaterial {
base_color: Color::BLUE,
emissive: Color::rgba_linear(0.0, 0.0, 7.13, 0.0),
..default()
}),
..default()
});
});
// directional 'sun' light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
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()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// example instructions
commands.spawn(
TextBundle::from_section(
"Use arrow keys to move objects",
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 animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() * 0.5);
}
}
fn movement(
input: Res<Input<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::Up) {
direction.y += 1.0;
}
if input.pressed(KeyCode::Down) {
direction.y -= 1.0;
}
if input.pressed(KeyCode::Left) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::Right) {
direction.x += 1.0;
}
transform.translation += time.delta_seconds() * 2.0 * direction;
}
}