 15c54b5542
			
		
	
	
		15c54b5542
		
			
		
	
	
	
	
		
			
			# Objective - Make it possible to move the light position around in the `shadow_biases` example - Also support resetting the depth/normal biases to the engine defaults, or zero. ## Solution - The light position is displayed in the text overlay. - The light position can be adjusted with left/right/up/down/pgup/pgdown. - The depth/normal biases can be reset to defaults by pressing R, or to zero by pressing Z. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
		
			
				
	
	
		
			457 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			457 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how shadow biases affect 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::{input::mouse::MouseMotion, pbr::ShadowFilteringMethod, prelude::*};
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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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|         .add_systems(Startup, setup)
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|         .add_systems(
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|             Update,
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|             (
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|                 cycle_filter_methods,
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|                 adjust_light_position,
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|                 adjust_point_light_biases,
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|                 toggle_light,
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|                 adjust_directional_light_biases,
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|                 camera_controller,
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|             ),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct Lights;
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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 = 300.0f32;
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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(
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|         Mesh::try_from(shape::Icosphere {
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|             radius: sphere_radius,
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|             ..default()
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|         })
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|         .unwrap(),
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|     );
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| 
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|     let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
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|     commands
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|         .spawn((
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|             SpatialBundle {
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|                 transform: light_transform,
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|                 ..default()
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|             },
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|             Lights,
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|         ))
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|         .with_children(|builder| {
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|             builder.spawn(PointLightBundle {
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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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|                     shadow_depth_bias: 0.0,
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|                     shadow_normal_bias: 0.0,
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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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|             builder.spawn(DirectionalLightBundle {
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|                 directional_light: DirectionalLight {
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|                     illuminance: 100000.0,
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|                     shadow_depth_bias: 0.0,
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|                     shadow_normal_bias: 0.0,
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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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| 
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|     // camera
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(-1.0, 1.0, 1.0)
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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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|         CameraController::default(),
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|         ShadowFilteringMethod::Hardware2x2,
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|     ));
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| 
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|     for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
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|         commands.spawn(PbrBundle {
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|             mesh: sphere_handle.clone(),
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|             material: white_handle.clone(),
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|             transform: Transform::from_xyz(
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|                 0.0,
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|                 if z_i32 % 4 == 0 {
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|                     spawn_height
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|                 } else {
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|                     sphere_radius
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|                 },
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|                 z_i32 as f32,
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|             ),
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|             ..default()
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|         });
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|     }
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| 
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|     // ground plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(shape::Plane::from_size(2.0 * spawn_plane_depth).into()),
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|         material: white_handle,
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|         ..default()
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|     });
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| 
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|     let style = TextStyle {
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|         font_size: 20.,
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|         ..default()
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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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|                 position_type: PositionType::Absolute,
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|                 padding: UiRect::all(Val::Px(5.0)),
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|                 ..default()
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|             },
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|             z_index: ZIndex::Global(i32::MAX),
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|             background_color: Color::BLACK.with_a(0.75).into(),
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|             ..default()
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|         })
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|         .with_children(|c| {
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|             c.spawn(TextBundle::from_sections([
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|                 TextSection::new("Controls:\n", style.clone()),
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|                 TextSection::new("WSAD  - forward/back/strafe left/right\n", style.clone()),
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|                 TextSection::new("E / Q - up / down\n", style.clone()),
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|                 TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
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|                 TextSection::new(
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|                     "L     - switch between directional and point lights [",
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|                     style.clone(),
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|                 ),
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|                 TextSection::new("DirectionalLight", style.clone()),
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|                 TextSection::new("]\n", style.clone()),
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|                 TextSection::new(
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|                     "F     - switch directional light filter methods [",
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|                     style.clone(),
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|                 ),
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|                 TextSection::new("Hardware2x2", style.clone()),
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|                 TextSection::new("]\n", style.clone()),
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|                 TextSection::new("1/2   - change point light depth bias [", style.clone()),
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|                 TextSection::new("0.00", style.clone()),
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|                 TextSection::new("]\n", style.clone()),
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|                 TextSection::new("3/4   - change point light normal bias [", style.clone()),
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|                 TextSection::new("0.0", style.clone()),
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|                 TextSection::new("]\n", style.clone()),
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|                 TextSection::new("5/6   - change direction light depth bias [", style.clone()),
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|                 TextSection::new("0.00", style.clone()),
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|                 TextSection::new("]\n", style.clone()),
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|                 TextSection::new(
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|                     "7/8   - change direction light normal bias [",
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|                     style.clone(),
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|                 ),
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|                 TextSection::new("0.0", style.clone()),
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|                 TextSection::new("]\n", style.clone()),
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|                 TextSection::new(
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|                     "left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
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|                     style.clone(),
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|                 ),
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|                 TextSection::new(
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|                     format!("{:.1},", light_transform.translation.x),
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|                     style.clone(),
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|                 ),
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|                 TextSection::new(
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|                     format!(" {:.1},", light_transform.translation.y),
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|                     style.clone(),
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|                 ),
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|                 TextSection::new(
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|                     format!(" {:.1}", light_transform.translation.z),
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|                     style.clone(),
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|                 ),
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|                 TextSection::new("]\n", style.clone()),
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|             ]));
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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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|     mut example_text: Query<&mut Text>,
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| ) {
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|     if input.just_pressed(KeyCode::L) {
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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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|                 example_text.single_mut().sections[5].value = "PointLight".to_string();
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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 &mut directional_lights {
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|             light.illuminance = if light.illuminance == 0.0 {
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|                 example_text.single_mut().sections[5].value = "DirectionalLight".to_string();
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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 adjust_light_position(
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|     input: Res<Input<KeyCode>>,
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|     mut lights: Query<&mut Transform, With<Lights>>,
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|     mut example_text: Query<&mut Text>,
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| ) {
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|     let mut offset = Vec3::ZERO;
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|     if input.just_pressed(KeyCode::Left) {
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|         offset.x -= 1.0;
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|     }
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|     if input.just_pressed(KeyCode::Right) {
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|         offset.x += 1.0;
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|     }
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|     if input.just_pressed(KeyCode::Up) {
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|         offset.z -= 1.0;
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|     }
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|     if input.just_pressed(KeyCode::Down) {
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|         offset.z += 1.0;
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|     }
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|     if input.just_pressed(KeyCode::PageDown) {
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|         offset.y -= 1.0;
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|     }
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|     if input.just_pressed(KeyCode::PageUp) {
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|         offset.y += 1.0;
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|     }
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|     if offset != Vec3::ZERO {
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|         let mut example_text = example_text.single_mut();
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|         for mut light in &mut lights {
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|             light.translation += offset;
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|             light.look_at(Vec3::ZERO, Vec3::Y);
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|             example_text.sections[23].value = format!("{:.1},", light.translation.x);
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|             example_text.sections[24].value = format!(" {:.1},", light.translation.y);
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|             example_text.sections[25].value = format!(" {:.1}", light.translation.z);
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|         }
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|     }
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| }
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| 
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| fn cycle_filter_methods(
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|     input: Res<Input<KeyCode>>,
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|     mut filter_methods: Query<&mut ShadowFilteringMethod>,
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|     mut example_text: Query<&mut Text>,
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| ) {
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|     if input.just_pressed(KeyCode::F) {
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|         for mut filter_method in &mut filter_methods {
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|             let filter_method_string;
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|             *filter_method = match *filter_method {
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|                 ShadowFilteringMethod::Hardware2x2 => {
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|                     filter_method_string = "Castano13".to_string();
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|                     ShadowFilteringMethod::Castano13
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|                 }
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|                 ShadowFilteringMethod::Castano13 => {
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|                     filter_method_string = "Jimenez14".to_string();
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|                     ShadowFilteringMethod::Jimenez14
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|                 }
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|                 ShadowFilteringMethod::Jimenez14 => {
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|                     filter_method_string = "Hardware2x2".to_string();
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|                     ShadowFilteringMethod::Hardware2x2
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|                 }
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|             };
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|             example_text.single_mut().sections[8].value = filter_method_string;
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|         }
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|     }
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| }
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| 
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| fn adjust_point_light_biases(
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|     input: Res<Input<KeyCode>>,
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|     mut query: Query<&mut PointLight>,
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|     mut example_text: Query<&mut Text>,
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| ) {
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|     let depth_bias_step_size = 0.01;
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|     let normal_bias_step_size = 0.1;
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|     for mut light in &mut query {
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|         if input.just_pressed(KeyCode::Key1) {
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|             light.shadow_depth_bias -= depth_bias_step_size;
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|         }
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|         if input.just_pressed(KeyCode::Key2) {
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|             light.shadow_depth_bias += depth_bias_step_size;
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|         }
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|         if input.just_pressed(KeyCode::Key3) {
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|             light.shadow_normal_bias -= normal_bias_step_size;
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|         }
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|         if input.just_pressed(KeyCode::Key4) {
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|             light.shadow_normal_bias += normal_bias_step_size;
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|         }
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|         if input.just_pressed(KeyCode::R) {
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|             light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
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|             light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
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|         }
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|         if input.just_pressed(KeyCode::Z) {
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|             light.shadow_depth_bias = 0.0;
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|             light.shadow_normal_bias = 0.0;
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|         }
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| 
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|         example_text.single_mut().sections[11].value = format!("{:.2}", light.shadow_depth_bias);
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|         example_text.single_mut().sections[14].value = format!("{:.1}", light.shadow_normal_bias);
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|     }
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| }
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| 
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| fn adjust_directional_light_biases(
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|     input: Res<Input<KeyCode>>,
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|     mut query: Query<&mut DirectionalLight>,
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|     mut example_text: Query<&mut Text>,
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| ) {
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|     let depth_bias_step_size = 0.01;
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|     let normal_bias_step_size = 0.1;
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|     for mut light in &mut query {
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|         if input.just_pressed(KeyCode::Key5) {
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|             light.shadow_depth_bias -= depth_bias_step_size;
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|         }
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|         if input.just_pressed(KeyCode::Key6) {
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|             light.shadow_depth_bias += depth_bias_step_size;
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|         }
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|         if input.just_pressed(KeyCode::Key7) {
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|             light.shadow_normal_bias -= normal_bias_step_size;
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|         }
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|         if input.just_pressed(KeyCode::Key8) {
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|             light.shadow_normal_bias += normal_bias_step_size;
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|         }
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|         if input.just_pressed(KeyCode::R) {
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|             light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
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|             light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
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|         }
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|         if input.just_pressed(KeyCode::Z) {
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|             light.shadow_depth_bias = 0.0;
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|             light.shadow_normal_bias = 0.0;
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|         }
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| 
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|         example_text.single_mut().sections[17].value = format!("{:.2}", light.shadow_depth_bias);
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|         example_text.single_mut().sections[20].value = format!("{:.1}", light.shadow_normal_bias);
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|     }
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| }
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| 
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| #[derive(Component)]
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| struct CameraController {
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|     pub enabled: bool,
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|     pub sensitivity: f32,
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|     pub key_forward: KeyCode,
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|     pub key_back: KeyCode,
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|     pub key_left: KeyCode,
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|     pub key_right: KeyCode,
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|     pub key_up: KeyCode,
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|     pub key_down: KeyCode,
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|     pub key_run: KeyCode,
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|     pub walk_speed: f32,
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|     pub run_speed: f32,
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|     pub friction: f32,
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|     pub pitch: f32,
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|     pub yaw: f32,
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|     pub velocity: Vec3,
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| }
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| 
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| impl Default for CameraController {
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|     fn default() -> Self {
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|         Self {
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|             enabled: true,
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|             sensitivity: 0.5,
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|             key_forward: KeyCode::W,
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|             key_back: KeyCode::S,
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|             key_left: KeyCode::A,
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|             key_right: KeyCode::D,
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|             key_up: KeyCode::E,
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|             key_down: KeyCode::Q,
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|             key_run: KeyCode::ShiftLeft,
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|             walk_speed: 10.0,
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|             run_speed: 30.0,
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|             friction: 0.5,
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|             pitch: 0.0,
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|             yaw: 0.0,
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|             velocity: Vec3::ZERO,
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|         }
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|     }
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| }
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| 
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| fn camera_controller(
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|     time: Res<Time>,
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|     mut mouse_events: EventReader<MouseMotion>,
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|     key_input: Res<Input<KeyCode>>,
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|     mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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| ) {
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|     let dt = time.delta_seconds();
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| 
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|     // Handle mouse input
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|     let mut mouse_delta = Vec2::ZERO;
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|     for mouse_event in mouse_events.read() {
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|         mouse_delta += mouse_event.delta;
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|     }
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| 
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|     for (mut transform, mut options) in &mut query {
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|         if !options.enabled {
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|             continue;
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|         }
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| 
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|         // Handle key input
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|         let mut axis_input = Vec3::ZERO;
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|         if key_input.pressed(options.key_forward) {
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|             axis_input.z += 1.0;
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|         }
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|         if key_input.pressed(options.key_back) {
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|             axis_input.z -= 1.0;
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|         }
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|         if key_input.pressed(options.key_right) {
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|             axis_input.x += 1.0;
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|         }
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|         if key_input.pressed(options.key_left) {
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|             axis_input.x -= 1.0;
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|         }
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|         if key_input.pressed(options.key_up) {
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|             axis_input.y += 1.0;
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|         }
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|         if key_input.pressed(options.key_down) {
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|             axis_input.y -= 1.0;
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|         }
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| 
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|         // Apply movement update
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|         if axis_input != Vec3::ZERO {
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|             let max_speed = if key_input.pressed(options.key_run) {
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|                 options.run_speed
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|             } else {
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|                 options.walk_speed
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|             };
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|             options.velocity = axis_input.normalize() * max_speed;
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|         } else {
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|             let friction = options.friction.clamp(0.0, 1.0);
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|             options.velocity *= 1.0 - friction;
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|             if options.velocity.length_squared() < 1e-6 {
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|                 options.velocity = Vec3::ZERO;
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|             }
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|         }
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|         let forward = transform.forward();
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|         let right = transform.right();
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|         transform.translation += options.velocity.x * dt * right
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|             + options.velocity.y * dt * Vec3::Y
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|             + options.velocity.z * dt * forward;
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| 
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|         if mouse_delta != Vec2::ZERO {
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|             // Apply look update
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|             options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
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|                 .clamp(-PI / 2., PI / 2.);
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|             options.yaw -= mouse_delta.x * options.sensitivity * dt;
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|             transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
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|         }
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|     }
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| }
 |