 fcd7c0fc3d
			
		
	
	
		fcd7c0fc3d
		
			
		
	
	
	
	
		
			
			Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
		
			
				
	
	
		
			345 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			345 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how shadow biases affect shadows in a 3d scene.
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| 
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| #[path = "../helpers/camera_controller.rs"]
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| mod camera_controller;
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| 
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| use bevy::{pbr::ShadowFilteringMethod, prelude::*};
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| use camera_controller::{CameraController, CameraControllerPlugin};
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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_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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| 
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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: 1500.0,
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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)),
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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("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<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[3].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[3].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<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[21].value = format!("{:.1},", light.translation.x);
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|             example_text.sections[22].value = format!(" {:.1},", light.translation.y);
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|             example_text.sections[23].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<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[6].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<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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| 
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|         example_text.single_mut().sections[9].value = format!("{:.2}", light.shadow_depth_bias);
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|         example_text.single_mut().sections[12].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<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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| 
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|         example_text.single_mut().sections[15].value = format!("{:.2}", light.shadow_depth_bias);
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|         example_text.single_mut().sections[18].value = format!("{:.1}", light.shadow_normal_bias);
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|     }
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| }
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