 dc9b486650
			
		
	
	
		dc9b486650
		
			
		
	
	
	
	
		
			
			# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0`
		
			
				
	
	
		
			176 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			176 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     pbr::{light_consts, CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver},
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|     prelude::*,
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| };
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| 
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| fn main() {
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|     println!(
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|         "Controls:
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|     C      - toggle shadow casters (i.e. casters become not, and not casters become casters)
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|     R      - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers)
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|     L      - switch between directional and point lights"
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|     );
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (toggle_light, toggle_shadows))
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|         .run();
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| }
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| 
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| /// set up a 3D scene to test shadow biases and perspective projections
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     let spawn_plane_depth = 500.0f32;
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|     let spawn_height = 2.0;
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|     let sphere_radius = 0.25;
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| 
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|     let white_handle = materials.add(StandardMaterial {
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|         base_color: Color::WHITE,
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|         perceptual_roughness: 1.0,
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|         ..default()
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|     });
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|     let sphere_handle = meshes.add(Sphere::new(sphere_radius));
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| 
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|     // sphere - initially a caster
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|     commands.spawn(PbrBundle {
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|         mesh: sphere_handle.clone(),
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|         material: materials.add(Color::RED),
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|         transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
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|         ..default()
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|     });
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| 
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|     // sphere - initially not a caster
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: sphere_handle,
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|             material: materials.add(Color::BLUE),
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|             transform: Transform::from_xyz(1.0, spawn_height, 0.0),
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|             ..default()
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|         },
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|         NotShadowCaster,
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|     ));
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| 
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|     // floating plane - initially not a shadow receiver and not a caster
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)),
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|             material: materials.add(Color::GREEN),
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|             transform: Transform::from_xyz(0.0, 1.0, -10.0),
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|             ..default()
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|         },
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|         NotShadowCaster,
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|         NotShadowReceiver,
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|     ));
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| 
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|     // lower ground plane - initially a shadow receiver
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)),
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|         material: white_handle,
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|         ..default()
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|     });
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| 
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|     println!("Using DirectionalLight");
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| 
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|     commands.spawn(PointLightBundle {
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|         transform: Transform::from_xyz(5.0, 5.0, 0.0),
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|         point_light: PointLight {
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|             intensity: 0.0,
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|             range: spawn_plane_depth,
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|             color: Color::WHITE,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         ..default()
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|     });
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| 
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             illuminance: light_consts::lux::OVERCAST_DAY,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_rotation(Quat::from_euler(
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|             EulerRot::ZYX,
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|             0.0,
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|             PI / 2.,
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|             -PI / 4.,
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|         )),
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|         cascade_shadow_config: CascadeShadowConfigBuilder {
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|             first_cascade_far_bound: 7.0,
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|             maximum_distance: 25.0,
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|             ..default()
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|         }
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|         .into(),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-5.0, 5.0, 5.0)
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|             .looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn toggle_light(
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut point_lights: Query<&mut PointLight>,
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|     mut directional_lights: Query<&mut DirectionalLight>,
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| ) {
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|     if input.just_pressed(KeyCode::KeyL) {
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|         for mut light in &mut point_lights {
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|             light.intensity = if light.intensity == 0.0 {
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|                 println!("Using PointLight");
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|                 1_000_000.0 // Mini-sun point light
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|             } else {
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|                 0.0
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|             };
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|         }
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|         for mut light in &mut directional_lights {
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|             light.illuminance = if light.illuminance == 0.0 {
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|                 println!("Using DirectionalLight");
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|                 light_consts::lux::OVERCAST_DAY
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|             } else {
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|                 0.0
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|             };
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|         }
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|     }
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| }
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| 
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| fn toggle_shadows(
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|     mut commands: Commands,
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|     input: Res<ButtonInput<KeyCode>>,
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|     mut queries: ParamSet<(
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|         Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
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|         Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
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|         Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
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|         Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
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|     )>,
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| ) {
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|     if input.just_pressed(KeyCode::KeyC) {
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|         println!("Toggling casters");
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|         for entity in queries.p0().iter() {
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|             commands.entity(entity).remove::<NotShadowCaster>();
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|         }
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|         for entity in queries.p2().iter() {
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|             commands.entity(entity).insert(NotShadowCaster);
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|         }
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|     }
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|     if input.just_pressed(KeyCode::KeyR) {
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|         println!("Toggling receivers");
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|         for entity in queries.p1().iter() {
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|             commands.entity(entity).remove::<NotShadowReceiver>();
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|         }
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|         for entity in queries.p3().iter() {
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|             commands.entity(entity).insert(NotShadowReceiver);
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|         }
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|     }
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| }
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