
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
457 lines
15 KiB
Rust
457 lines
15 KiB
Rust
//! Demonstrates how shadow biases affect shadows in a 3d scene.
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use std::f32::consts::PI;
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use bevy::{input::mouse::MouseMotion, pbr::ShadowFilteringMethod, prelude::*};
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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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#[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(
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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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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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// 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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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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// 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)),
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material: white_handle,
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..default()
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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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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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mut example_text: Query<&mut Text>,
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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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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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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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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::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 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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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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mut example_text: Query<&mut Text>,
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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 = "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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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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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::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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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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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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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::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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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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#[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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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::KeyW,
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key_back: KeyCode::KeyS,
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key_left: KeyCode::KeyA,
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key_right: KeyCode::KeyD,
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key_up: KeyCode::KeyE,
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key_down: KeyCode::KeyQ,
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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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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<ButtonInput<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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// 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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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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// 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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// 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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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.);
|
|
options.yaw -= mouse_delta.x * options.sensitivity * dt;
|
|
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
|
|
}
|
|
}
|
|
}
|