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use std:: f32:: consts:: TAU ;
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use bevy:: {
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- gltf:: Gltf ,
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- gltf:: { GltfMesh , GltfNode } ,
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+ gltf:: { Gltf , GltfMesh , GltfNode } ,
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math:: Vec3Swizzles ,
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prelude:: * ,
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+ render:: camera:: Exposure ,
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window:: CursorGrabMode ,
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} ;
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use bevy_rapier3d:: prelude:: * ;
@@ -17,7 +17,7 @@ fn main() {
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App :: new ( )
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. insert_resource ( AmbientLight {
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color : Color :: WHITE ,
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- brightness : 0.5 ,
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+ brightness : 10000.0 ,
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} )
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. insert_resource ( ClearColor ( Color :: hex ( "D4F5F5" ) . unwrap ( ) ) )
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. insert_resource ( RapierConfiguration :: default ( ) )
@@ -40,7 +40,7 @@ fn setup(mut commands: Commands, mut window: Query<&mut Window>, assets: Res<Ass
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commands. spawn ( DirectionalLightBundle {
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directional_light : DirectionalLight {
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- illuminance : 6000.0 ,
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+ illuminance : light_consts :: lux :: FULL_DAYLIGHT ,
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shadows_enabled : true ,
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..default ( )
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} ,
@@ -96,6 +96,7 @@ fn setup(mut commands: Commands, mut window: Query<&mut Window>, assets: Res<Ass
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fov : TAU / 5.0 ,
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..default ( )
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} ) ,
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+ exposure : Exposure :: SUNLIGHT ,
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..default ( )
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} ,
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RenderPlayer { logical_entity } ,
@@ -115,12 +116,12 @@ fn setup(mut commands: Commands, mut window: Query<&mut Window>, assets: Res<Ass
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color : Color :: BLACK ,
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} ,
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)
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- . with_style ( Style {
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- position_type : PositionType :: Absolute ,
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- top : Val :: Px ( 5.0 ) ,
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- left : Val :: Px ( 5.0 ) ,
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- ..default ( )
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- } ) ,
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+ . with_style ( Style {
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+ position_type : PositionType :: Absolute ,
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+ top : Val :: Px ( 5.0 ) ,
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+ left : Val :: Px ( 5.0 ) ,
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+ ..default ( )
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+ } ) ,
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) ;
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}
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