# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			309 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			309 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how shadow biases affect shadows in a 3d scene.
 | 
						|
 | 
						|
#[path = "../helpers/camera_controller.rs"]
 | 
						|
mod camera_controller;
 | 
						|
 | 
						|
use bevy::{pbr::ShadowFilteringMethod, prelude::*};
 | 
						|
use camera_controller::{CameraController, CameraControllerPlugin};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_plugins(CameraControllerPlugin)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(
 | 
						|
            Update,
 | 
						|
            (
 | 
						|
                cycle_filter_methods,
 | 
						|
                adjust_light_position,
 | 
						|
                adjust_point_light_biases,
 | 
						|
                toggle_light,
 | 
						|
                adjust_directional_light_biases,
 | 
						|
            ),
 | 
						|
        )
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct Lights;
 | 
						|
 | 
						|
/// set up a 3D scene to test shadow biases and perspective projections
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
) {
 | 
						|
    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(Sphere::new(sphere_radius));
 | 
						|
 | 
						|
    let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
 | 
						|
    commands
 | 
						|
        .spawn((light_transform, Visibility::default(), Lights))
 | 
						|
        .with_children(|builder| {
 | 
						|
            builder.spawn(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()
 | 
						|
            });
 | 
						|
            builder.spawn(DirectionalLight {
 | 
						|
                shadow_depth_bias: 0.0,
 | 
						|
                shadow_normal_bias: 0.0,
 | 
						|
                shadows_enabled: true,
 | 
						|
                ..default()
 | 
						|
            });
 | 
						|
        });
 | 
						|
 | 
						|
    // camera
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(-1.0, 1.0, 1.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
 | 
						|
        CameraController::default(),
 | 
						|
        ShadowFilteringMethod::Hardware2x2,
 | 
						|
    ));
 | 
						|
 | 
						|
    for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
 | 
						|
        commands.spawn((
 | 
						|
            Mesh3d(sphere_handle.clone()),
 | 
						|
            MeshMaterial3d(white_handle.clone()),
 | 
						|
            Transform::from_xyz(
 | 
						|
                0.0,
 | 
						|
                if z_i32 % 4 == 0 {
 | 
						|
                    spawn_height
 | 
						|
                } else {
 | 
						|
                    sphere_radius
 | 
						|
                },
 | 
						|
                z_i32 as f32,
 | 
						|
            ),
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    // ground plane
 | 
						|
    let plane_size = 2.0 * spawn_plane_depth;
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Plane3d::default().mesh().size(plane_size, plane_size))),
 | 
						|
        MeshMaterial3d(white_handle),
 | 
						|
    ));
 | 
						|
 | 
						|
    commands
 | 
						|
        .spawn((
 | 
						|
            Node {
 | 
						|
                position_type: PositionType::Absolute,
 | 
						|
                padding: UiRect::all(Val::Px(5.0)),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            BackgroundColor(Color::BLACK.with_alpha(0.75)),
 | 
						|
            GlobalZIndex(i32::MAX),
 | 
						|
        ))
 | 
						|
        .with_children(|p| {
 | 
						|
            p.spawn(Text::default()).with_children(|p| {
 | 
						|
                p.spawn(TextSpan::new("Controls:\n"));
 | 
						|
                p.spawn(TextSpan::new("R / Z - reset biases to default / zero\n"));
 | 
						|
                p.spawn(TextSpan::new(
 | 
						|
                    "L     - switch between directional and point lights [",
 | 
						|
                ));
 | 
						|
                p.spawn(TextSpan::new("DirectionalLight"));
 | 
						|
                p.spawn(TextSpan::new("]\n"));
 | 
						|
                p.spawn(TextSpan::new(
 | 
						|
                    "F     - switch directional light filter methods [",
 | 
						|
                ));
 | 
						|
                p.spawn(TextSpan::new("Hardware2x2"));
 | 
						|
                p.spawn(TextSpan::new("]\n"));
 | 
						|
                p.spawn(TextSpan::new("1/2   - change point light depth bias ["));
 | 
						|
                p.spawn(TextSpan::new("0.00"));
 | 
						|
                p.spawn(TextSpan::new("]\n"));
 | 
						|
                p.spawn(TextSpan::new("3/4   - change point light normal bias ["));
 | 
						|
                p.spawn(TextSpan::new("0.0"));
 | 
						|
                p.spawn(TextSpan::new("]\n"));
 | 
						|
                p.spawn(TextSpan::new("5/6   - change direction light depth bias ["));
 | 
						|
                p.spawn(TextSpan::new("0.00"));
 | 
						|
                p.spawn(TextSpan::new("]\n"));
 | 
						|
                p.spawn(TextSpan::new(
 | 
						|
                    "7/8   - change direction light normal bias [",
 | 
						|
                ));
 | 
						|
                p.spawn(TextSpan::new("0.0"));
 | 
						|
                p.spawn(TextSpan::new("]\n"));
 | 
						|
                p.spawn(TextSpan::new(
 | 
						|
                    "left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
 | 
						|
                ));
 | 
						|
                p.spawn(TextSpan(format!("{:.1},", light_transform.translation.x)));
 | 
						|
                p.spawn(TextSpan(format!(" {:.1},", light_transform.translation.y)));
 | 
						|
                p.spawn(TextSpan(format!(" {:.1}", light_transform.translation.z)));
 | 
						|
                p.spawn(TextSpan::new("]\n"));
 | 
						|
            });
 | 
						|
        });
 | 
						|
}
 | 
						|
 | 
						|
fn toggle_light(
 | 
						|
    input: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut point_lights: Query<&mut PointLight>,
 | 
						|
    mut directional_lights: Query<&mut DirectionalLight>,
 | 
						|
    example_text: Single<Entity, With<Text>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
) {
 | 
						|
    if input.just_pressed(KeyCode::KeyL) {
 | 
						|
        for mut light in &mut point_lights {
 | 
						|
            light.intensity = if light.intensity == 0.0 {
 | 
						|
                *writer.text(*example_text, 4) = "PointLight".to_string();
 | 
						|
                100000000.0
 | 
						|
            } else {
 | 
						|
                0.0
 | 
						|
            };
 | 
						|
        }
 | 
						|
        for mut light in &mut directional_lights {
 | 
						|
            light.illuminance = if light.illuminance == 0.0 {
 | 
						|
                *writer.text(*example_text, 4) = "DirectionalLight".to_string();
 | 
						|
                100000.0
 | 
						|
            } else {
 | 
						|
                0.0
 | 
						|
            };
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn adjust_light_position(
 | 
						|
    input: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut lights: Query<&mut Transform, With<Lights>>,
 | 
						|
    example_text: Single<Entity, With<Text>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
) {
 | 
						|
    let mut offset = Vec3::ZERO;
 | 
						|
    if input.just_pressed(KeyCode::ArrowLeft) {
 | 
						|
        offset.x -= 1.0;
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::ArrowRight) {
 | 
						|
        offset.x += 1.0;
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::ArrowUp) {
 | 
						|
        offset.z -= 1.0;
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::ArrowDown) {
 | 
						|
        offset.z += 1.0;
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::PageDown) {
 | 
						|
        offset.y -= 1.0;
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::PageUp) {
 | 
						|
        offset.y += 1.0;
 | 
						|
    }
 | 
						|
    if offset != Vec3::ZERO {
 | 
						|
        let example_text = *example_text;
 | 
						|
        for mut light in &mut lights {
 | 
						|
            light.translation += offset;
 | 
						|
            light.look_at(Vec3::ZERO, Vec3::Y);
 | 
						|
            *writer.text(example_text, 22) = format!("{:.1},", light.translation.x);
 | 
						|
            *writer.text(example_text, 23) = format!(" {:.1},", light.translation.y);
 | 
						|
            *writer.text(example_text, 24) = format!(" {:.1}", light.translation.z);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn cycle_filter_methods(
 | 
						|
    input: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut filter_methods: Query<&mut ShadowFilteringMethod>,
 | 
						|
    example_text: Single<Entity, With<Text>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
) {
 | 
						|
    if input.just_pressed(KeyCode::KeyF) {
 | 
						|
        for mut filter_method in &mut filter_methods {
 | 
						|
            let filter_method_string;
 | 
						|
            *filter_method = match *filter_method {
 | 
						|
                ShadowFilteringMethod::Hardware2x2 => {
 | 
						|
                    filter_method_string = "Gaussian".to_string();
 | 
						|
                    ShadowFilteringMethod::Gaussian
 | 
						|
                }
 | 
						|
                ShadowFilteringMethod::Gaussian => {
 | 
						|
                    filter_method_string = "Temporal".to_string();
 | 
						|
                    ShadowFilteringMethod::Temporal
 | 
						|
                }
 | 
						|
                ShadowFilteringMethod::Temporal => {
 | 
						|
                    filter_method_string = "Hardware2x2".to_string();
 | 
						|
                    ShadowFilteringMethod::Hardware2x2
 | 
						|
                }
 | 
						|
            };
 | 
						|
            *writer.text(*example_text, 7) = filter_method_string;
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn adjust_point_light_biases(
 | 
						|
    input: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut query: Query<&mut PointLight>,
 | 
						|
    example_text: Single<Entity, With<Text>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
) {
 | 
						|
    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::Digit1) {
 | 
						|
            light.shadow_depth_bias -= depth_bias_step_size;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::Digit2) {
 | 
						|
            light.shadow_depth_bias += depth_bias_step_size;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::Digit3) {
 | 
						|
            light.shadow_normal_bias -= normal_bias_step_size;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::Digit4) {
 | 
						|
            light.shadow_normal_bias += normal_bias_step_size;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::KeyR) {
 | 
						|
            light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
 | 
						|
            light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::KeyZ) {
 | 
						|
            light.shadow_depth_bias = 0.0;
 | 
						|
            light.shadow_normal_bias = 0.0;
 | 
						|
        }
 | 
						|
 | 
						|
        *writer.text(*example_text, 10) = format!("{:.2}", light.shadow_depth_bias);
 | 
						|
        *writer.text(*example_text, 13) = format!("{:.1}", light.shadow_normal_bias);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn adjust_directional_light_biases(
 | 
						|
    input: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut query: Query<&mut DirectionalLight>,
 | 
						|
    example_text: Single<Entity, With<Text>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
) {
 | 
						|
    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::Digit5) {
 | 
						|
            light.shadow_depth_bias -= depth_bias_step_size;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::Digit6) {
 | 
						|
            light.shadow_depth_bias += depth_bias_step_size;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::Digit7) {
 | 
						|
            light.shadow_normal_bias -= normal_bias_step_size;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::Digit8) {
 | 
						|
            light.shadow_normal_bias += normal_bias_step_size;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::KeyR) {
 | 
						|
            light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
 | 
						|
            light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
 | 
						|
        }
 | 
						|
        if input.just_pressed(KeyCode::KeyZ) {
 | 
						|
            light.shadow_depth_bias = 0.0;
 | 
						|
            light.shadow_normal_bias = 0.0;
 | 
						|
        }
 | 
						|
 | 
						|
        *writer.text(*example_text, 16) = format!("{:.2}", light.shadow_depth_bias);
 | 
						|
        *writer.text(*example_text, 19) = format!("{:.1}", light.shadow_normal_bias);
 | 
						|
    }
 | 
						|
}
 |