Struct bevy_pbr::DirectionalLight
source · pub struct DirectionalLight {
pub color: Color,
pub illuminance: f32,
pub shadows_enabled: bool,
pub shadow_depth_bias: f32,
pub shadow_normal_bias: f32,
}
Expand description
A Directional light.
Directional lights don’t exist in reality but they are a good approximation for light sources VERY far away, like the sun or the moon.
The light shines along the forward direction of the entity’s transform. With a default transform this would be along the negative-Z axis.
Valid values for illuminance
are:
Illuminance (lux) | Surfaces illuminated by |
---|---|
0.0001 | Moonless, overcast night sky (starlight) |
0.002 | Moonless clear night sky with airglow |
0.05–0.3 | Full moon on a clear night |
3.4 | Dark limit of civil twilight under a clear sky |
20–50 | Public areas with dark surroundings |
50 | Family living room lights |
80 | Office building hallway/toilet lighting |
100 | Very dark overcast day |
150 | Train station platforms |
320–500 | Office lighting |
400 | Sunrise or sunset on a clear day. |
1000 | Overcast day; typical TV studio lighting |
10,000–25,000 | Full daylight (not direct sun) |
32,000–100,000 | Direct sunlight |
Source: Wikipedia
Shadows
To enable shadows, set the shadows_enabled
property to true
.
Shadows are produced via cascaded shadow maps.
To modify the cascade set up, such as the number of cascades or the maximum shadow distance,
change the CascadeShadowConfig
component of the DirectionalLightBundle
.
To control the resolution of the shadow maps, use the DirectionalLightShadowMap
resource:
App::new()
.insert_resource(DirectionalLightShadowMap { size: 2048 });
Fields§
§color: Color
§illuminance: f32
Illuminance in lux (lumens per square meter), representing the amount of light projected onto surfaces by this light source. Lux is used here instead of lumens because a directional light illuminates all surfaces more-or-less the same way (depending on the angle of incidence). Lumens can only be specified for light sources which emit light from a specific area.
shadows_enabled: bool
§shadow_depth_bias: f32
§shadow_normal_bias: f32
A bias applied along the direction of the fragment’s surface normal. It is scaled to the shadow map’s texel size so that it is automatically adjusted to the orthographic projection.
Implementations§
source§impl DirectionalLight
impl DirectionalLight
pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.0199999996f32
pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 1.79999995f32
Trait Implementations§
source§impl Clone for DirectionalLight
impl Clone for DirectionalLight
source§fn clone(&self) -> DirectionalLight
fn clone(&self) -> DirectionalLight
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Component for DirectionalLight
impl Component for DirectionalLight
§type Storage = TableStorage
type Storage = TableStorage
TableStorage
or SparseStorage
.source§impl Debug for DirectionalLight
impl Debug for DirectionalLight
source§impl Default for DirectionalLight
impl Default for DirectionalLight
source§impl FromReflect for DirectionalLightwhere
Self: Any + Send + Sync,
Color: FromReflect + TypePath,
f32: FromReflect + TypePath,
bool: FromReflect + TypePath,
impl FromReflect for DirectionalLightwhere
Self: Any + Send + Sync,
Color: FromReflect + TypePath,
f32: FromReflect + TypePath,
bool: FromReflect + TypePath,
source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self
from a reflected value.source§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>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for DirectionalLightwhere
Self: Any + Send + Sync,
Color: FromReflect + TypePath,
f32: FromReflect + TypePath,
bool: FromReflect + TypePath,
impl GetTypeRegistration for DirectionalLightwhere
Self: Any + Send + Sync,
Color: FromReflect + TypePath,
f32: FromReflect + TypePath,
bool: FromReflect + TypePath,
source§impl Reflect for DirectionalLightwhere
Self: Any + Send + Sync,
Color: FromReflect + TypePath,
f32: FromReflect + TypePath,
bool: FromReflect + TypePath,
impl Reflect for DirectionalLightwhere
Self: Any + Send + Sync,
Color: FromReflect + TypePath,
f32: FromReflect + TypePath,
bool: FromReflect + TypePath,
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source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
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fn is_dynamic(&self) -> bool
source§impl Struct for DirectionalLightwhere
Self: Any + Send + Sync,
Color: FromReflect + TypePath,
f32: FromReflect + TypePath,
bool: FromReflect + TypePath,
impl Struct for DirectionalLightwhere
Self: Any + Send + Sync,
Color: FromReflect + TypePath,
f32: FromReflect + TypePath,
bool: FromReflect + TypePath,
source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name
as a &dyn Reflect
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fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
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&mut dyn Reflect
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fn name_at(&self, index: usize) -> Option<&str>
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fn iter_fields(&self) -> FieldIter<'_>
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fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for DirectionalLight
impl TypePath for DirectionalLight
source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
Auto Trait Implementations§
impl RefUnwindSafe for DirectionalLight
impl Send for DirectionalLight
impl Sync for DirectionalLight
impl Unpin for DirectionalLight
impl UnwindSafe for DirectionalLight
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