 ffecb05a0a
			
		
	
	
		ffecb05a0a
		
	
	
	
	
		
			
			This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
		
			
				
	
	
		
			173 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     pbr::{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_startup_system(setup)
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|         .add_system(toggle_light)
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|         .add_system(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::default()
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|     });
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|     let sphere_handle = meshes.add(Mesh::from(shape::Icosphere {
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|         radius: sphere_radius,
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|         ..Default::default()
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|     }));
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| 
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|     // sphere - initially a caster
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: sphere_handle.clone(),
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|         material: materials.add(Color::RED.into()),
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|         transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
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|         ..Default::default()
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|     });
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| 
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|     // sphere - initially not a caster
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|     commands
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|         .spawn_bundle(PbrBundle {
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|             mesh: sphere_handle,
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|             material: materials.add(Color::BLUE.into()),
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|             transform: Transform::from_xyz(1.0, spawn_height, 0.0),
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|             ..Default::default()
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|         })
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|         .insert(NotShadowCaster);
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| 
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|     // floating plane - initially not a shadow receiver and not a caster
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|     commands
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|         .spawn_bundle(PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
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|             material: materials.add(Color::GREEN.into()),
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|             transform: Transform::from_xyz(0.0, 1.0, -10.0),
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|             ..Default::default()
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|         })
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|         .insert_bundle((NotShadowCaster, NotShadowReceiver));
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| 
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|     // lower ground plane - initially a shadow receiver
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
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|         material: white_handle,
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|         ..Default::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_bundle(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::default()
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|         },
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|         ..Default::default()
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|     });
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| 
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|     let theta = std::f32::consts::FRAC_PI_4;
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|     let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta);
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|     commands.spawn_bundle(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             illuminance: 100000.0,
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|             shadow_projection: OrthographicProjection {
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|                 left: -10.0,
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|                 right: 10.0,
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|                 bottom: -10.0,
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|                 top: 10.0,
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|                 near: -50.0,
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|                 far: 50.0,
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|                 ..Default::default()
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|             },
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|             shadows_enabled: true,
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|             ..Default::default()
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|         },
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|         transform: Transform::from_matrix(light_transform),
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|         ..Default::default()
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|     });
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| 
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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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::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<Input<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::L) {
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|         for mut light in point_lights.iter_mut() {
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|             light.intensity = if light.intensity == 0.0 {
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|                 println!("Using PointLight");
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|                 100000000.0
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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 directional_lights.iter_mut() {
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|             light.illuminance = if light.illuminance == 0.0 {
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|                 println!("Using DirectionalLight");
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|                 100000.0
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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<Input<KeyCode>>,
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|     mut queries: QuerySet<(
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|         QueryState<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
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|         QueryState<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
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|         QueryState<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
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|         QueryState<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
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|     )>,
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| ) {
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|     if input.just_pressed(KeyCode::C) {
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|         println!("Toggling casters");
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|         for entity in queries.q0().iter() {
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|             commands.entity(entity).remove::<NotShadowCaster>();
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|         }
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|         for entity in queries.q2().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::R) {
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|         println!("Toggling receivers");
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|         for entity in queries.q1().iter() {
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|             commands.entity(entity).remove::<NotShadowReceiver>();
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|         }
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|         for entity in queries.q3().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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