 f237cf2441
			
		
	
	
		f237cf2441
		
			
		
	
	
	
	
		
			
			# Objective - The default font size is too small to be useful in examples or for debug text. - Fixes #13587 ## Solution - Updated the default font size value in `TextStyle` from 12px to 24px. - Resorted to Text defaults in examples to use the default font size in most of them. ## Testing - WIP --- ## Migration Guide - The default font size has been increased to 24px from 12px. Make sure you set the font to the appropriate values in places you were using `Default` text style.
		
			
				
	
	
		
			337 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			337 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how shadow biases affect shadows in a 3d scene.
 | |
| 
 | |
| #[path = "../helpers/camera_controller.rs"]
 | |
| mod camera_controller;
 | |
| 
 | |
| use bevy::{pbr::ShadowFilteringMethod, prelude::*};
 | |
| use camera_controller::{CameraController, CameraControllerPlugin};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_plugins(CameraControllerPlugin)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(
 | |
|             Update,
 | |
|             (
 | |
|                 cycle_filter_methods,
 | |
|                 adjust_light_position,
 | |
|                 adjust_point_light_biases,
 | |
|                 toggle_light,
 | |
|                 adjust_directional_light_biases,
 | |
|             ),
 | |
|         )
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct Lights;
 | |
| 
 | |
| /// set up a 3D scene to test shadow biases and perspective projections
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     let spawn_plane_depth = 300.0f32;
 | |
|     let spawn_height = 2.0;
 | |
|     let sphere_radius = 0.25;
 | |
| 
 | |
|     let white_handle = materials.add(StandardMaterial {
 | |
|         base_color: Color::WHITE,
 | |
|         perceptual_roughness: 1.0,
 | |
|         ..default()
 | |
|     });
 | |
|     let sphere_handle = meshes.add(Sphere::new(sphere_radius));
 | |
| 
 | |
|     let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
 | |
|     commands
 | |
|         .spawn((
 | |
|             SpatialBundle {
 | |
|                 transform: light_transform,
 | |
|                 ..default()
 | |
|             },
 | |
|             Lights,
 | |
|         ))
 | |
|         .with_children(|builder| {
 | |
|             builder.spawn(PointLightBundle {
 | |
|                 point_light: PointLight {
 | |
|                     intensity: 0.0,
 | |
|                     range: spawn_plane_depth,
 | |
|                     color: Color::WHITE,
 | |
|                     shadow_depth_bias: 0.0,
 | |
|                     shadow_normal_bias: 0.0,
 | |
|                     shadows_enabled: true,
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..default()
 | |
|             });
 | |
|             builder.spawn(DirectionalLightBundle {
 | |
|                 directional_light: DirectionalLight {
 | |
|                     shadow_depth_bias: 0.0,
 | |
|                     shadow_normal_bias: 0.0,
 | |
|                     shadows_enabled: true,
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..default()
 | |
|             });
 | |
|         });
 | |
| 
 | |
|     // camera
 | |
|     commands.spawn((
 | |
|         Camera3dBundle {
 | |
|             transform: Transform::from_xyz(-1.0, 1.0, 1.0)
 | |
|                 .looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
 | |
|             ..default()
 | |
|         },
 | |
|         CameraController::default(),
 | |
|         ShadowFilteringMethod::Hardware2x2,
 | |
|     ));
 | |
| 
 | |
|     for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
 | |
|         commands.spawn(PbrBundle {
 | |
|             mesh: sphere_handle.clone(),
 | |
|             material: white_handle.clone(),
 | |
|             transform: Transform::from_xyz(
 | |
|                 0.0,
 | |
|                 if z_i32 % 4 == 0 {
 | |
|                     spawn_height
 | |
|                 } else {
 | |
|                     sphere_radius
 | |
|                 },
 | |
|                 z_i32 as f32,
 | |
|             ),
 | |
|             ..default()
 | |
|         });
 | |
|     }
 | |
| 
 | |
|     // ground plane
 | |
|     let plane_size = 2.0 * spawn_plane_depth;
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Plane3d::default().mesh().size(plane_size, plane_size)),
 | |
|         material: white_handle,
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     let style = TextStyle::default();
 | |
| 
 | |
|     commands
 | |
|         .spawn(NodeBundle {
 | |
|             style: Style {
 | |
|                 position_type: PositionType::Absolute,
 | |
|                 padding: UiRect::all(Val::Px(5.0)),
 | |
|                 ..default()
 | |
|             },
 | |
|             z_index: ZIndex::Global(i32::MAX),
 | |
|             background_color: Color::BLACK.with_alpha(0.75).into(),
 | |
|             ..default()
 | |
|         })
 | |
|         .with_children(|c| {
 | |
|             c.spawn(TextBundle::from_sections([
 | |
|                 TextSection::new("Controls:\n", style.clone()),
 | |
|                 TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
 | |
|                 TextSection::new(
 | |
|                     "L     - switch between directional and point lights [",
 | |
|                     style.clone(),
 | |
|                 ),
 | |
|                 TextSection::new("DirectionalLight", style.clone()),
 | |
|                 TextSection::new("]\n", style.clone()),
 | |
|                 TextSection::new(
 | |
|                     "F     - switch directional light filter methods [",
 | |
|                     style.clone(),
 | |
|                 ),
 | |
|                 TextSection::new("Hardware2x2", style.clone()),
 | |
|                 TextSection::new("]\n", style.clone()),
 | |
|                 TextSection::new("1/2   - change point light depth bias [", style.clone()),
 | |
|                 TextSection::new("0.00", style.clone()),
 | |
|                 TextSection::new("]\n", style.clone()),
 | |
|                 TextSection::new("3/4   - change point light normal bias [", style.clone()),
 | |
|                 TextSection::new("0.0", style.clone()),
 | |
|                 TextSection::new("]\n", style.clone()),
 | |
|                 TextSection::new("5/6   - change direction light depth bias [", style.clone()),
 | |
|                 TextSection::new("0.00", style.clone()),
 | |
|                 TextSection::new("]\n", style.clone()),
 | |
|                 TextSection::new(
 | |
|                     "7/8   - change direction light normal bias [",
 | |
|                     style.clone(),
 | |
|                 ),
 | |
|                 TextSection::new("0.0", style.clone()),
 | |
|                 TextSection::new("]\n", style.clone()),
 | |
|                 TextSection::new(
 | |
|                     "left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
 | |
|                     style.clone(),
 | |
|                 ),
 | |
|                 TextSection::new(
 | |
|                     format!("{:.1},", light_transform.translation.x),
 | |
|                     style.clone(),
 | |
|                 ),
 | |
|                 TextSection::new(
 | |
|                     format!(" {:.1},", light_transform.translation.y),
 | |
|                     style.clone(),
 | |
|                 ),
 | |
|                 TextSection::new(
 | |
|                     format!(" {:.1}", light_transform.translation.z),
 | |
|                     style.clone(),
 | |
|                 ),
 | |
|                 TextSection::new("]\n", style.clone()),
 | |
|             ]));
 | |
|         });
 | |
| }
 | |
| 
 | |
| fn toggle_light(
 | |
|     input: Res<ButtonInput<KeyCode>>,
 | |
|     mut point_lights: Query<&mut PointLight>,
 | |
|     mut directional_lights: Query<&mut DirectionalLight>,
 | |
|     mut example_text: Query<&mut Text>,
 | |
| ) {
 | |
|     if input.just_pressed(KeyCode::KeyL) {
 | |
|         for mut light in &mut point_lights {
 | |
|             light.intensity = if light.intensity == 0.0 {
 | |
|                 example_text.single_mut().sections[3].value = "PointLight".to_string();
 | |
|                 100000000.0
 | |
|             } else {
 | |
|                 0.0
 | |
|             };
 | |
|         }
 | |
|         for mut light in &mut directional_lights {
 | |
|             light.illuminance = if light.illuminance == 0.0 {
 | |
|                 example_text.single_mut().sections[3].value = "DirectionalLight".to_string();
 | |
|                 100000.0
 | |
|             } else {
 | |
|                 0.0
 | |
|             };
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn adjust_light_position(
 | |
|     input: Res<ButtonInput<KeyCode>>,
 | |
|     mut lights: Query<&mut Transform, With<Lights>>,
 | |
|     mut example_text: Query<&mut Text>,
 | |
| ) {
 | |
|     let mut offset = Vec3::ZERO;
 | |
|     if input.just_pressed(KeyCode::ArrowLeft) {
 | |
|         offset.x -= 1.0;
 | |
|     }
 | |
|     if input.just_pressed(KeyCode::ArrowRight) {
 | |
|         offset.x += 1.0;
 | |
|     }
 | |
|     if input.just_pressed(KeyCode::ArrowUp) {
 | |
|         offset.z -= 1.0;
 | |
|     }
 | |
|     if input.just_pressed(KeyCode::ArrowDown) {
 | |
|         offset.z += 1.0;
 | |
|     }
 | |
|     if input.just_pressed(KeyCode::PageDown) {
 | |
|         offset.y -= 1.0;
 | |
|     }
 | |
|     if input.just_pressed(KeyCode::PageUp) {
 | |
|         offset.y += 1.0;
 | |
|     }
 | |
|     if offset != Vec3::ZERO {
 | |
|         let mut example_text = example_text.single_mut();
 | |
|         for mut light in &mut lights {
 | |
|             light.translation += offset;
 | |
|             light.look_at(Vec3::ZERO, Vec3::Y);
 | |
|             example_text.sections[21].value = format!("{:.1},", light.translation.x);
 | |
|             example_text.sections[22].value = format!(" {:.1},", light.translation.y);
 | |
|             example_text.sections[23].value = format!(" {:.1}", light.translation.z);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn cycle_filter_methods(
 | |
|     input: Res<ButtonInput<KeyCode>>,
 | |
|     mut filter_methods: Query<&mut ShadowFilteringMethod>,
 | |
|     mut example_text: Query<&mut Text>,
 | |
| ) {
 | |
|     if input.just_pressed(KeyCode::KeyF) {
 | |
|         for mut filter_method in &mut filter_methods {
 | |
|             let filter_method_string;
 | |
|             *filter_method = match *filter_method {
 | |
|                 ShadowFilteringMethod::Hardware2x2 => {
 | |
|                     filter_method_string = "Gaussian".to_string();
 | |
|                     ShadowFilteringMethod::Gaussian
 | |
|                 }
 | |
|                 ShadowFilteringMethod::Gaussian => {
 | |
|                     filter_method_string = "Temporal".to_string();
 | |
|                     ShadowFilteringMethod::Temporal
 | |
|                 }
 | |
|                 ShadowFilteringMethod::Temporal => {
 | |
|                     filter_method_string = "Hardware2x2".to_string();
 | |
|                     ShadowFilteringMethod::Hardware2x2
 | |
|                 }
 | |
|             };
 | |
|             example_text.single_mut().sections[6].value = filter_method_string;
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn adjust_point_light_biases(
 | |
|     input: Res<ButtonInput<KeyCode>>,
 | |
|     mut query: Query<&mut PointLight>,
 | |
|     mut example_text: Query<&mut Text>,
 | |
| ) {
 | |
|     let depth_bias_step_size = 0.01;
 | |
|     let normal_bias_step_size = 0.1;
 | |
|     for mut light in &mut query {
 | |
|         if input.just_pressed(KeyCode::Digit1) {
 | |
|             light.shadow_depth_bias -= depth_bias_step_size;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::Digit2) {
 | |
|             light.shadow_depth_bias += depth_bias_step_size;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::Digit3) {
 | |
|             light.shadow_normal_bias -= normal_bias_step_size;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::Digit4) {
 | |
|             light.shadow_normal_bias += normal_bias_step_size;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::KeyR) {
 | |
|             light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
 | |
|             light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::KeyZ) {
 | |
|             light.shadow_depth_bias = 0.0;
 | |
|             light.shadow_normal_bias = 0.0;
 | |
|         }
 | |
| 
 | |
|         example_text.single_mut().sections[9].value = format!("{:.2}", light.shadow_depth_bias);
 | |
|         example_text.single_mut().sections[12].value = format!("{:.1}", light.shadow_normal_bias);
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn adjust_directional_light_biases(
 | |
|     input: Res<ButtonInput<KeyCode>>,
 | |
|     mut query: Query<&mut DirectionalLight>,
 | |
|     mut example_text: Query<&mut Text>,
 | |
| ) {
 | |
|     let depth_bias_step_size = 0.01;
 | |
|     let normal_bias_step_size = 0.1;
 | |
|     for mut light in &mut query {
 | |
|         if input.just_pressed(KeyCode::Digit5) {
 | |
|             light.shadow_depth_bias -= depth_bias_step_size;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::Digit6) {
 | |
|             light.shadow_depth_bias += depth_bias_step_size;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::Digit7) {
 | |
|             light.shadow_normal_bias -= normal_bias_step_size;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::Digit8) {
 | |
|             light.shadow_normal_bias += normal_bias_step_size;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::KeyR) {
 | |
|             light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
 | |
|             light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
 | |
|         }
 | |
|         if input.just_pressed(KeyCode::KeyZ) {
 | |
|             light.shadow_depth_bias = 0.0;
 | |
|             light.shadow_normal_bias = 0.0;
 | |
|         }
 | |
| 
 | |
|         example_text.single_mut().sections[15].value = format!("{:.2}", light.shadow_depth_bias);
 | |
|         example_text.single_mut().sections[18].value = format!("{:.1}", light.shadow_normal_bias);
 | |
|     }
 | |
| }
 |