Struct bevy_pbr::LightProbe
source · pub struct LightProbe;
Expand description
A marker component for a light probe, which is a cuboid region that provides global illumination to all fragments inside it.
The light probe range is conceptually a unit cube (1×1×1) centered on the
origin. The bevy_transform::prelude::Transform
applied to this entity
can scale, rotate, or translate that cube so that it contains all fragments
that should take this light probe into account.
Note that a light probe will have no effect unless the entity contains some
kind of illumination, which can either be an EnvironmentMapLight
or an
IrradianceVolume
.
When multiple sources of indirect illumination can be applied to a fragment, the highest-quality one is chosen. Diffuse and specular illumination are considered separately, so, for example, Bevy may decide to sample the diffuse illumination from an irradiance volume and the specular illumination from a reflection probe. From highest priority to lowest priority, the ranking is as follows:
Rank | Diffuse | Specular |
---|---|---|
1 | Lightmap | Lightmap |
2 | Irradiance volume | Reflection probe |
3 | Reflection probe | View environment map |
4 | View environment map |
Note that ambient light is always added to the diffuse component and does not participate in the ranking. That is, ambient light is applied in addition to, not instead of, the light sources above.
A terminology note: Unfortunately, there is little agreement across game and graphics engines as to what to call the various techniques that Bevy groups under the term light probe. In Bevy, a light probe is the generic term that encompasses both reflection probes and irradiance volumes. In object-oriented terms, light probe is the superclass, and reflection probe and irradiance volume are subclasses. In other engines, you may see the term light probe refer to an irradiance volume with a single voxel, or perhaps some other technique, while in Bevy light probe refers not to a specific technique but rather to a class of techniques. Developers familiar with other engines should be aware of this terminology difference.
Implementations§
source§impl LightProbe
impl LightProbe
Trait Implementations§
source§impl Clone for LightProbe
impl Clone for LightProbe
source§fn clone(&self) -> LightProbe
fn clone(&self) -> LightProbe
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Component for LightProbe
impl Component for LightProbe
§type Storage = TableStorage
type Storage = TableStorage
TableStorage
or SparseStorage
.source§impl Debug for LightProbe
impl Debug for LightProbe
source§impl Default for LightProbe
impl Default for LightProbe
source§fn default() -> LightProbe
fn default() -> LightProbe
source§impl FromReflect for LightProbe
impl FromReflect for LightProbe
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 LightProbe
impl GetTypeRegistration for LightProbe
source§impl Reflect for LightProbe
impl Reflect for LightProbe
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any
.source§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &dyn Reflect
fn as_reflect(&self) -> &dyn Reflect
source§fn as_reflect_mut(&mut self) -> &mut dyn Reflect
fn as_reflect_mut(&mut self) -> &mut dyn Reflect
source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
source§fn reflect_owned(self: Box<Self>) -> ReflectOwned
fn reflect_owned(self: Box<Self>) -> ReflectOwned
source§fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl Struct for LightProbe
impl Struct for LightProbe
source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name
as a &dyn Reflect
.source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
as a
&mut dyn Reflect
.source§fn field_at(&self, index: usize) -> Option<&dyn Reflect>
fn field_at(&self, index: usize) -> Option<&dyn Reflect>
index
as a
&dyn Reflect
.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
index
as a &mut dyn Reflect
.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index
.source§fn iter_fields(&self) -> FieldIter<'_>
fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for LightProbe
impl TypePath for LightProbe
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl Typed for LightProbe
impl Typed for LightProbe
impl Copy for LightProbe
Auto Trait Implementations§
impl RefUnwindSafe for LightProbe
impl Send for LightProbe
impl Sync for LightProbe
impl Unpin for LightProbe
impl UnwindSafe for LightProbe
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<C> Bundle for Cwhere
C: Component,
impl<C> Bundle for Cwhere
C: Component,
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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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T: Any,
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impl<T> DowncastSync for T
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source§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
source§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
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.source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
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impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
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S: Struct,
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