**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			318 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			318 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how shadow biases affect shadows in a 3d scene.
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#[path = "../helpers/camera_controller.rs"]
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mod camera_controller;
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use bevy::{pbr::ShadowFilteringMethod, prelude::*};
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use camera_controller::{CameraController, CameraControllerPlugin};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_plugins(CameraControllerPlugin)
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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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            ),
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        )
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        .run();
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}
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#[derive(Component)]
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struct Lights;
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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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    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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    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(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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            builder.spawn(DirectionalLight {
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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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        });
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-1.0, 1.0, 1.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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        CameraController::default(),
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        ShadowFilteringMethod::Hardware2x2,
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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((
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            Mesh3d(sphere_handle.clone()),
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            MeshMaterial3d(white_handle.clone()),
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            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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        ));
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    }
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    // ground plane
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    let plane_size = 2.0 * spawn_plane_depth;
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(plane_size, plane_size))),
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        MeshMaterial3d(white_handle),
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    ));
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    commands
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        .spawn((
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            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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                background_color: Color::BLACK.with_alpha(0.75).into(),
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                ..default()
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            },
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            GlobalZIndex(i32::MAX),
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        ))
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        .with_children(|p| {
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            p.spawn(Text::default()).with_children(|p| {
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                p.spawn(TextSpan::new("Controls:\n"));
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                p.spawn(TextSpan::new("R / Z - reset biases to default / zero\n"));
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                p.spawn(TextSpan::new(
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                    "L     - switch between directional and point lights [",
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                ));
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                p.spawn(TextSpan::new("DirectionalLight"));
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                p.spawn(TextSpan::new("]\n"));
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                p.spawn(TextSpan::new(
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                    "F     - switch directional light filter methods [",
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                ));
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                p.spawn(TextSpan::new("Hardware2x2"));
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                p.spawn(TextSpan::new("]\n"));
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                p.spawn(TextSpan::new("1/2   - change point light depth bias ["));
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                p.spawn(TextSpan::new("0.00"));
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                p.spawn(TextSpan::new("]\n"));
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                p.spawn(TextSpan::new("3/4   - change point light normal bias ["));
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                p.spawn(TextSpan::new("0.0"));
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                p.spawn(TextSpan::new("]\n"));
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                p.spawn(TextSpan::new("5/6   - change direction light depth bias ["));
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                p.spawn(TextSpan::new("0.00"));
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                p.spawn(TextSpan::new("]\n"));
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                p.spawn(TextSpan::new(
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                    "7/8   - change direction light normal bias [",
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                ));
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                p.spawn(TextSpan::new("0.0"));
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                p.spawn(TextSpan::new("]\n"));
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                p.spawn(TextSpan::new(
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                    "left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
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                ));
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                p.spawn(TextSpan(format!("{:.1},", light_transform.translation.x)));
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                p.spawn(TextSpan(format!(" {:.1},", light_transform.translation.y)));
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                p.spawn(TextSpan(format!(" {:.1}", light_transform.translation.z)));
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                p.spawn(TextSpan::new("]\n"));
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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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    example_text: Query<Entity, With<Text>>,
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    mut writer: UiTextWriter,
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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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                *writer.text(example_text.single(), 4) = "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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                *writer.text(example_text.single(), 4) = "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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fn adjust_light_position(
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    input: Res<ButtonInput<KeyCode>>,
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    mut lights: Query<&mut Transform, With<Lights>>,
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    example_text: Query<Entity, With<Text>>,
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    mut writer: UiTextWriter,
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) {
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    let mut offset = Vec3::ZERO;
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    if input.just_pressed(KeyCode::ArrowLeft) {
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        offset.x -= 1.0;
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    }
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    if input.just_pressed(KeyCode::ArrowRight) {
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        offset.x += 1.0;
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    }
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    if input.just_pressed(KeyCode::ArrowUp) {
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        offset.z -= 1.0;
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    }
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    if input.just_pressed(KeyCode::ArrowDown) {
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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 example_text = example_text.single();
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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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            *writer.text(example_text, 22) = format!("{:.1},", light.translation.x);
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            *writer.text(example_text, 23) = format!(" {:.1},", light.translation.y);
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            *writer.text(example_text, 24) = format!(" {:.1}", light.translation.z);
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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<ButtonInput<KeyCode>>,
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    mut filter_methods: Query<&mut ShadowFilteringMethod>,
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    example_text: Query<Entity, With<Text>>,
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    mut writer: UiTextWriter,
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) {
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    if input.just_pressed(KeyCode::KeyF) {
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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 = "Gaussian".to_string();
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                    ShadowFilteringMethod::Gaussian
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                }
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                ShadowFilteringMethod::Gaussian => {
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                    filter_method_string = "Temporal".to_string();
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                    ShadowFilteringMethod::Temporal
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                }
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                ShadowFilteringMethod::Temporal => {
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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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            *writer.text(example_text.single(), 7) = filter_method_string;
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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<ButtonInput<KeyCode>>,
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    mut query: Query<&mut PointLight>,
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    example_text: Query<Entity, With<Text>>,
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    mut writer: UiTextWriter,
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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::Digit1) {
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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::Digit2) {
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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::Digit3) {
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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::Digit4) {
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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::KeyR) {
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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::KeyZ) {
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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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        *writer.text(example_text.single(), 10) = format!("{:.2}", light.shadow_depth_bias);
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        *writer.text(example_text.single(), 13) = format!("{:.1}", light.shadow_normal_bias);
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    }
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}
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fn adjust_directional_light_biases(
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    input: Res<ButtonInput<KeyCode>>,
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    mut query: Query<&mut DirectionalLight>,
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    example_text: Query<Entity, With<Text>>,
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    mut writer: UiTextWriter,
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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::Digit5) {
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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::Digit6) {
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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::Digit7) {
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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::Digit8) {
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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::KeyR) {
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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::KeyZ) {
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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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        *writer.text(example_text.single(), 16) = format!("{:.2}", light.shadow_depth_bias);
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        *writer.text(example_text.single(), 19) = format!("{:.1}", light.shadow_normal_bias);
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    }
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}
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