bevy_light/ambient_light.rs
1use bevy_camera::Camera;
2use bevy_color::Color;
3use bevy_ecs::prelude::*;
4use bevy_reflect::prelude::*;
5
6/// An ambient light, which lights the entire scene equally.
7///
8/// This resource is inserted by the [`LightPlugin`] and by default it is set to a low ambient light.
9///
10/// It can also be added to a camera to override the resource (or default) ambient for that camera only.
11///
12/// # Examples
13///
14/// Make ambient light slightly brighter:
15///
16/// ```
17/// # use bevy_ecs::system::ResMut;
18/// # use bevy_light::AmbientLight;
19/// fn setup_ambient_light(mut ambient_light: ResMut<AmbientLight>) {
20/// ambient_light.brightness = 100.0;
21/// }
22/// ```
23///
24/// [`LightPlugin`]: crate::LightPlugin
25#[derive(Resource, Component, Clone, Debug, Reflect)]
26#[reflect(Resource, Component, Debug, Default, Clone)]
27#[require(Camera)]
28pub struct AmbientLight {
29 pub color: Color,
30
31 /// A direct scale factor multiplied with `color` before being passed to the shader.
32 ///
33 /// After applying this multiplier, the resulting value should be in units of [cd/m^2].
34 ///
35 /// [cd/m^2]: https://en.wikipedia.org/wiki/Candela_per_square_metre
36 pub brightness: f32,
37
38 /// Whether this ambient light has an effect on meshes with lightmaps.
39 ///
40 /// Set this to false if your lightmap baking tool bakes the ambient light
41 /// into the lightmaps, to avoid rendering that light twice.
42 ///
43 /// By default, this is set to true.
44 pub affects_lightmapped_meshes: bool,
45}
46
47impl Default for AmbientLight {
48 fn default() -> Self {
49 Self {
50 color: Color::WHITE,
51 brightness: 80.0,
52 affects_lightmapped_meshes: true,
53 }
54 }
55}
56
57impl AmbientLight {
58 pub const NONE: AmbientLight = AmbientLight {
59 color: Color::WHITE,
60 brightness: 0.0,
61 affects_lightmapped_meshes: true,
62 };
63}