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		99b9a2fcd7
		
			
		
	
	
	
	
		
			
			# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
    /// The shadow's color
    pub color: Color,
    /// Horizontal offset
    pub x_offset: Val,
    /// Vertical offset
    pub y_offset: Val,
    /// Horizontal difference in size from the occluding uninode
    pub spread_radius: Val,
    /// Blurriness of the shadow
    pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
		
	
			
		
			
				
	
	
		
			225 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			225 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows how to create a node with a shadow
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| 
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| use argh::FromArgs;
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| use bevy::color::palettes::css::DEEP_SKY_BLUE;
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| use bevy::color::palettes::css::LIGHT_SKY_BLUE;
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| use bevy::prelude::*;
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| use bevy::winit::WinitSettings;
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| 
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| #[derive(FromArgs, Resource)]
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| /// `box_shadow` example
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| struct Args {
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|     /// number of samples
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|     #[argh(option, default = "4")]
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|     samples: u32,
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| }
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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|         .insert_resource(WinitSettings::desktop_app())
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands) {
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|     // `from_env` panics on the web
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|     #[cfg(not(target_arch = "wasm32"))]
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|     let args: Args = argh::from_env();
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|     #[cfg(target_arch = "wasm32")]
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|     let args = Args::from_args(&[], &[]).unwrap();
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| 
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|     // ui camera
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|     commands.spawn((Camera2d, UiBoxShadowSamples(args.samples)));
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| 
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|     commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 width: Val::Percent(100.0),
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|                 height: Val::Percent(100.0),
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|                 padding: UiRect::all(Val::Px(30.)),
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|                 column_gap: Val::Px(30.),
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|                 flex_wrap: FlexWrap::Wrap,
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|                 ..default()
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|             },
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|             background_color: BackgroundColor(DEEP_SKY_BLUE.into()),
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|             ..Default::default()
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|         })
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|         .with_children(|commands| {
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|             let example_nodes = [
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::ZERO,
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|                     10.,
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|                     0.,
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|                     BorderRadius::bottom_right(Val::Px(10.)),
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|                 ),
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|                 (Vec2::new(50., 25.), Vec2::ZERO, 10., 0., BorderRadius::ZERO),
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|                 (Vec2::splat(50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
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|                 (Vec2::new(100., 25.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::ZERO,
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|                     10.,
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|                     0.,
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|                     BorderRadius::bottom_right(Val::Px(10.)),
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|                 ),
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|                 (Vec2::new(50., 25.), Vec2::ZERO, 0., 10., BorderRadius::ZERO),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::ZERO,
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|                     0.,
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|                     10.,
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|                     BorderRadius::bottom_right(Val::Px(10.)),
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|                 ),
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|                 (Vec2::new(100., 25.), Vec2::ZERO, 0., 10., BorderRadius::MAX),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::splat(25.),
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|                     0.,
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|                     0.,
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|                     BorderRadius::ZERO,
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|                 ),
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|                 (
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|                     Vec2::new(50., 25.),
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|                     Vec2::splat(25.),
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|                     0.,
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|                     0.,
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|                     BorderRadius::ZERO,
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|                 ),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     0.,
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|                     BorderRadius::bottom_right(Val::Px(10.)),
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|                 ),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::splat(25.),
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|                     0.,
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|                     10.,
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|                     BorderRadius::ZERO,
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|                 ),
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|                 (
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|                     Vec2::new(50., 25.),
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|                     Vec2::splat(25.),
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|                     0.,
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|                     10.,
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|                     BorderRadius::ZERO,
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|                 ),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     10.,
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|                     BorderRadius::bottom_right(Val::Px(10.)),
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|                 ),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     3.,
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|                     BorderRadius::ZERO,
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|                 ),
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|                 (
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|                     Vec2::new(50., 25.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     3.,
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|                     BorderRadius::ZERO,
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|                 ),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     3.,
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|                     BorderRadius::bottom_right(Val::Px(10.)),
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|                 ),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     3.,
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|                     BorderRadius::all(Val::Px(20.)),
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|                 ),
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|                 (
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|                     Vec2::new(50., 25.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     3.,
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|                     BorderRadius::all(Val::Px(20.)),
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|                 ),
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|                 (
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|                     Vec2::new(25., 50.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     3.,
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|                     BorderRadius::MAX,
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|                 ),
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|                 (
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|                     Vec2::splat(50.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     10.,
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|                     BorderRadius::all(Val::Px(20.)),
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|                 ),
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|                 (
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|                     Vec2::new(50., 25.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     10.,
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|                     BorderRadius::all(Val::Px(20.)),
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|                 ),
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|                 (
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|                     Vec2::new(25., 50.),
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|                     Vec2::splat(10.),
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|                     0.,
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|                     10.,
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|                     BorderRadius::MAX,
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|                 ),
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|             ];
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| 
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|             for (size, offset, spread, blur, border_radius) in example_nodes {
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|                 commands.spawn(box_shadow_node_bundle(
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|                     size,
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|                     offset,
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|                     spread,
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|                     blur,
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|                     border_radius,
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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 box_shadow_node_bundle(
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|     size: Vec2,
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|     offset: Vec2,
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|     spread: f32,
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|     blur: f32,
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|     border_radius: BorderRadius,
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| ) -> impl Bundle {
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|     (
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|         NodeBundle {
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|             style: Style {
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|                 width: Val::Px(size.x),
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|                 height: Val::Px(size.y),
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|                 border: UiRect::all(Val::Px(4.)),
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|                 ..default()
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|             },
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|             border_color: BorderColor(LIGHT_SKY_BLUE.into()),
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|             border_radius,
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|             background_color: BackgroundColor(DEEP_SKY_BLUE.into()),
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|             ..Default::default()
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|         },
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|         BoxShadow {
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|             color: Color::BLACK.with_alpha(0.8),
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|             x_offset: Val::Percent(offset.x),
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|             y_offset: Val::Percent(offset.y),
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|             spread_radius: Val::Percent(spread),
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|             blur_radius: Val::Px(blur),
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|         },
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|     )
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| }
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