use bevy::{
color::palettes::tailwind::{GRAY_200, GRAY_500},
prelude::*,
window::PrimaryWindow,
};
use bevy_lit::prelude::*;
fn main() {
App::new()
.add_plugins((DefaultPlugins, Lighting2dPlugin))
.insert_resource(ClearColor(Color::from(GRAY_500)))
.add_systems(Startup, setup)
.add_systems(Update, update_cursor_light)
.run();
}
#[derive(Component)]
struct CursorLight;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
Camera2d,
Lighting2dSettings {
penetration: PenetrationSettings {
max: 20.0,
intensity: 1.0,
falloff: 1.0,
sample_directions: 16,
sample_steps: 8,
},
..default()
},
AmbientLight2d {
intensity: 0.2,
..default()
},
));
commands.spawn((
PointLight2d {
intensity: 4.0,
outer_radius: 512.0,
..default()
},
CursorLight,
Transform::default().with_rotation(Quat::from_rotation_z(-90_f32.to_radians())),
));
let rect = meshes.add(Rectangle::from_length(100.));
let material = materials.add(Color::from(GRAY_200));
commands.spawn((
Mesh2d(rect.clone()),
MeshMaterial2d(material.clone()),
LightOccluder2d::default(),
Transform::from_xyz(-100., 0., 0.),
));
commands.spawn((
Mesh2d(rect),
MeshMaterial2d(material),
LightOccluder2d::default(),
Transform::from_xyz(100., 0., 0.),
));
}
fn update_cursor_light(
window: Single<&Window, With<PrimaryWindow>>,
camera: Single<(&Camera, &GlobalTransform), With<Lighting2dSettings>>,
mut point_light_transform: Single<&mut Transform, With<CursorLight>>,
) {
let (camera, camera_transform) = camera.into_inner();
if let Some(world_position) = window
.cursor_position()
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor).ok())
.map(|ray| ray.origin.truncate().extend(0.0))
{
point_light_transform.translation = world_position;
}
}