//! Demonstrates how shadow biases affect shadows in a 3d scene. use std::f32::consts::PI; use bevy::{input::mouse::MouseMotion, prelude::*}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems( Update, ( adjust_point_light_biases, toggle_light, adjust_directional_light_biases, camera_controller, ), ) .run(); } /// set up a 3D scene to test shadow biases and perspective projections fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { let spawn_plane_depth = 300.0f32; let spawn_height = 2.0; let sphere_radius = 0.25; let white_handle = materials.add(StandardMaterial { base_color: Color::WHITE, perceptual_roughness: 1.0, ..default() }); let sphere_handle = meshes.add( Mesh::try_from(shape::Icosphere { radius: sphere_radius, ..default() }) .unwrap(), ); commands.spawn(PointLightBundle { transform: Transform::from_xyz(5.0, 5.0, 0.0), point_light: PointLight { intensity: 0.0, range: spawn_plane_depth, color: Color::WHITE, shadow_depth_bias: 0.0, shadow_normal_bias: 0.0, shadows_enabled: true, ..default() }, ..default() }); commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: 100000.0, shadow_depth_bias: 0.0, shadow_normal_bias: 0.0, shadows_enabled: true, ..default() }, transform: Transform::from_rotation(Quat::from_euler( EulerRot::ZYX, 0.0, PI / 2., -PI / 4., )), ..default() }); // camera commands.spawn(( Camera3dBundle { transform: Transform::from_xyz(-1.0, 1.0, 1.0) .looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y), ..default() }, CameraController::default(), )); for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) { commands.spawn(PbrBundle { mesh: sphere_handle.clone(), material: white_handle.clone(), transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32), ..default() }); } // ground plane commands.spawn(PbrBundle { mesh: meshes.add(shape::Plane::from_size(2.0 * spawn_plane_depth).into()), material: white_handle, ..default() }); let style = TextStyle { font_size: 20., ..default() }; commands.spawn( TextBundle::from_sections([ TextSection::new("Controls:\n", style.clone()), TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()), TextSection::new("E / Q - up / down\n", style.clone()), TextSection::new( "L - switch between directional and point lights [", style.clone(), ), TextSection::new("DirectionalLight", style.clone()), TextSection::new("]\n", style.clone()), TextSection::new("1/2 - change point light depth bias [", style.clone()), TextSection::new("0.00", style.clone()), TextSection::new("]\n", style.clone()), TextSection::new("3/4 - change point light normal bias [", style.clone()), TextSection::new("0.0", style.clone()), TextSection::new("]\n", style.clone()), TextSection::new("5/6 - change direction light depth bias [", style.clone()), TextSection::new("0.00", style.clone()), TextSection::new("]\n", style.clone()), TextSection::new( "7/8 - change direction light normal bias [", style.clone(), ), TextSection::new("0.0", style.clone()), TextSection::new("]", style), ]) .with_style(Style { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }), ); } fn toggle_light( input: Res>, mut point_lights: Query<&mut PointLight>, mut directional_lights: Query<&mut DirectionalLight>, mut example_text: Query<&mut Text>, ) { if input.just_pressed(KeyCode::L) { for mut light in &mut point_lights { light.intensity = if light.intensity == 0.0 { example_text.single_mut().sections[4].value = "PointLight".to_string(); 100000000.0 } else { 0.0 }; } for mut light in &mut directional_lights { light.illuminance = if light.illuminance == 0.0 { example_text.single_mut().sections[4].value = "DirectionalLight".to_string(); 100000.0 } else { 0.0 }; } } } fn adjust_point_light_biases( input: Res>, mut query: Query<&mut PointLight>, mut example_text: Query<&mut Text>, ) { let depth_bias_step_size = 0.01; let normal_bias_step_size = 0.1; for mut light in &mut query { if input.just_pressed(KeyCode::Key1) { light.shadow_depth_bias -= depth_bias_step_size; example_text.single_mut().sections[7].value = format!("{:.2}", light.shadow_depth_bias); } if input.just_pressed(KeyCode::Key2) { light.shadow_depth_bias += depth_bias_step_size; example_text.single_mut().sections[7].value = format!("{:.2}", light.shadow_depth_bias); } if input.just_pressed(KeyCode::Key3) { light.shadow_normal_bias -= normal_bias_step_size; example_text.single_mut().sections[10].value = format!("{:.1}", light.shadow_normal_bias); } if input.just_pressed(KeyCode::Key4) { light.shadow_normal_bias += normal_bias_step_size; example_text.single_mut().sections[10].value = format!("{:.1}", light.shadow_normal_bias); } } } fn adjust_directional_light_biases( input: Res>, mut query: Query<&mut DirectionalLight>, mut example_text: Query<&mut Text>, ) { let depth_bias_step_size = 0.01; let normal_bias_step_size = 0.1; for mut light in &mut query { if input.just_pressed(KeyCode::Key5) { light.shadow_depth_bias -= depth_bias_step_size; example_text.single_mut().sections[13].value = format!("{:.2}", light.shadow_depth_bias); } if input.just_pressed(KeyCode::Key6) { light.shadow_depth_bias += depth_bias_step_size; example_text.single_mut().sections[13].value = format!("{:.2}", light.shadow_depth_bias); } if input.just_pressed(KeyCode::Key7) { light.shadow_normal_bias -= normal_bias_step_size; example_text.single_mut().sections[16].value = format!("{:.1}", light.shadow_normal_bias); } if input.just_pressed(KeyCode::Key8) { light.shadow_normal_bias += normal_bias_step_size; example_text.single_mut().sections[16].value = format!("{:.1}", light.shadow_normal_bias); } } } #[derive(Component)] struct CameraController { pub enabled: bool, pub sensitivity: f32, pub key_forward: KeyCode, pub key_back: KeyCode, pub key_left: KeyCode, pub key_right: KeyCode, pub key_up: KeyCode, pub key_down: KeyCode, pub key_run: KeyCode, pub walk_speed: f32, pub run_speed: f32, pub friction: f32, pub pitch: f32, pub yaw: f32, pub velocity: Vec3, } impl Default for CameraController { fn default() -> Self { Self { enabled: true, sensitivity: 0.5, key_forward: KeyCode::W, key_back: KeyCode::S, key_left: KeyCode::A, key_right: KeyCode::D, key_up: KeyCode::E, key_down: KeyCode::Q, key_run: KeyCode::ShiftLeft, walk_speed: 10.0, run_speed: 30.0, friction: 0.5, pitch: 0.0, yaw: 0.0, velocity: Vec3::ZERO, } } } fn camera_controller( time: Res