Struct bevy::render::camera::Exposure

source ·
pub struct Exposure {
    pub ev100: f32,
}
Expand description

How much energy a Camera3d absorbs from incoming light.

https://en.wikipedia.org/wiki/Exposure_(photography)

Fields§

§ev100: f32

Implementations§

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impl Exposure

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pub const SUNLIGHT: Exposure = _

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pub const OVERCAST: Exposure = _

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pub const INDOOR: Exposure = _

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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.

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pub const EV100_SUNLIGHT: f32 = 15f32

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pub const EV100_OVERCAST: f32 = 12f32

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pub const EV100_INDOOR: f32 = 7f32

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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.

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pub fn from_physical_camera( physical_camera_parameters: PhysicalCameraParameters ) -> Exposure

Examples found in repository?
examples/3d/lighting.rs (line 273)
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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: 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(Cuboid::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(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: Color::PINK,
                ..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: 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: 100_000.0,
                color: Color::RED,
                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: 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: 100_000.0,
                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(Capsule3d::new(0.1, 0.125)),
                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: 100_000.0,
                color: Color::BLUE,
                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: 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 {
            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);
}
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pub fn exposure(&self) -> f32

Trait Implementations§

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impl Clone for Exposure

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fn clone(&self) -> Exposure

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for Exposure
where Exposure: Send + Sync + 'static,

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type Storage = TableStorage

A marker type indicating the storage type used for this component. This must be either TableStorage or SparseStorage.
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impl Default for Exposure

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fn default() -> Exposure

Returns the “default value” for a type. Read more
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impl FromReflect for Exposure
where Exposure: Any + Send + Sync,

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<Exposure>

Constructs a concrete instance of Self from a reflected value.
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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
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impl GetTypeRegistration for Exposure
where Exposure: Any + Send + Sync,

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impl Reflect for Exposure
where Exposure: Any + Send + Sync,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<Exposure>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<Exposure>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
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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
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<Exposure>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn reflect_partial_eq(&self, _value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl TypePath for Exposure
where Exposure: Any + Send + Sync,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for Exposure
where Exposure: Any + Send + Sync,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Copy for Exposure

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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where T: ?Sized,

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Immutably borrows from an owned value. Read more
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where T: ?Sized,

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Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn downcast(&self) -> &T

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impl<T> Downcast for T
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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.
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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Creates Self using data from the given World.
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