shadow_biases: Support moving the light position and resetting biases (#10185)

# Objective

- Make it possible to move the light position around in the
`shadow_biases` example
- Also support resetting the depth/normal biases to the engine defaults,
or zero.

## Solution

- The light position is displayed in the text overlay.
- The light position can be adjusted with
left/right/up/down/pgup/pgdown.
- The depth/normal biases can be reset to defaults by pressing R, or to
zero by pressing Z.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
This commit is contained in:
Robert Swain 2023-10-19 16:41:39 +02:00 committed by GitHub
parent 219e2ac6e1
commit 15c54b5542
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

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@ -12,6 +12,7 @@ fn main() {
Update, Update,
( (
cycle_filter_methods, cycle_filter_methods,
adjust_light_position,
adjust_point_light_biases, adjust_point_light_biases,
toggle_light, toggle_light,
adjust_directional_light_biases, adjust_directional_light_biases,
@ -21,6 +22,9 @@ fn main() {
.run(); .run();
} }
#[derive(Component)]
struct Lights;
/// set up a 3D scene to test shadow biases and perspective projections /// set up a 3D scene to test shadow biases and perspective projections
fn setup( fn setup(
mut commands: Commands, mut commands: Commands,
@ -44,8 +48,17 @@ fn setup(
.unwrap(), .unwrap(),
); );
commands.spawn(PointLightBundle { let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
transform: Transform::from_xyz(5.0, 5.0, 0.0), commands
.spawn((
SpatialBundle {
transform: light_transform,
..default()
},
Lights,
))
.with_children(|builder| {
builder.spawn(PointLightBundle {
point_light: PointLight { point_light: PointLight {
intensity: 0.0, intensity: 0.0,
range: spawn_plane_depth, range: spawn_plane_depth,
@ -57,8 +70,7 @@ fn setup(
}, },
..default() ..default()
}); });
builder.spawn(DirectionalLightBundle {
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight { directional_light: DirectionalLight {
illuminance: 100000.0, illuminance: 100000.0,
shadow_depth_bias: 0.0, shadow_depth_bias: 0.0,
@ -66,14 +78,9 @@ fn setup(
shadows_enabled: true, shadows_enabled: true,
..default() ..default()
}, },
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI / 2.,
-PI / 4.,
)),
..default() ..default()
}); });
});
// camera // camera
commands.spawn(( commands.spawn((
@ -90,7 +97,15 @@ fn setup(
commands.spawn(PbrBundle { commands.spawn(PbrBundle {
mesh: sphere_handle.clone(), mesh: sphere_handle.clone(),
material: white_handle.clone(), material: white_handle.clone(),
transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32), transform: Transform::from_xyz(
0.0,
if z_i32 % 4 == 0 {
spawn_height
} else {
sphere_radius
},
z_i32 as f32,
),
..default() ..default()
}); });
} }
@ -106,18 +121,33 @@ fn setup(
font_size: 20., font_size: 20.,
..default() ..default()
}; };
commands.spawn( commands
TextBundle::from_sections([ .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_a(0.75).into(),
..default()
})
.with_children(|c| {
c.spawn(TextBundle::from_sections([
TextSection::new("Controls:\n", style.clone()), TextSection::new("Controls:\n", style.clone()),
TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()), TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()),
TextSection::new("E / Q - up / down\n", style.clone()), TextSection::new("E / Q - up / down\n", style.clone()),
TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
TextSection::new( TextSection::new(
"L - switch between directional and point lights [", "L - switch between directional and point lights [",
style.clone(), style.clone(),
), ),
TextSection::new("DirectionalLight", style.clone()), TextSection::new("DirectionalLight", style.clone()),
TextSection::new("]\n", style.clone()), TextSection::new("]\n", style.clone()),
TextSection::new("F - switch between filter methods [", style.clone()), TextSection::new(
"F - switch directional light filter methods [",
style.clone(),
),
TextSection::new("Hardware2x2", style.clone()), TextSection::new("Hardware2x2", style.clone()),
TextSection::new("]\n", style.clone()), TextSection::new("]\n", style.clone()),
TextSection::new("1/2 - change point light depth bias [", style.clone()), TextSection::new("1/2 - change point light depth bias [", style.clone()),
@ -135,14 +165,25 @@ fn setup(
), ),
TextSection::new("0.0", style.clone()), TextSection::new("0.0", style.clone()),
TextSection::new("]\n", style.clone()), TextSection::new("]\n", style.clone()),
]) TextSection::new(
.with_style(Style { "left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
position_type: PositionType::Absolute, style.clone(),
top: Val::Px(12.0), ),
left: Val::Px(12.0), TextSection::new(
..default() 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( fn toggle_light(
@ -154,7 +195,7 @@ fn toggle_light(
if input.just_pressed(KeyCode::L) { if input.just_pressed(KeyCode::L) {
for mut light in &mut point_lights { for mut light in &mut point_lights {
light.intensity = if light.intensity == 0.0 { light.intensity = if light.intensity == 0.0 {
example_text.single_mut().sections[4].value = "PointLight".to_string(); example_text.single_mut().sections[5].value = "PointLight".to_string();
100000000.0 100000000.0
} else { } else {
0.0 0.0
@ -162,7 +203,7 @@ fn toggle_light(
} }
for mut light in &mut directional_lights { for mut light in &mut directional_lights {
light.illuminance = if light.illuminance == 0.0 { light.illuminance = if light.illuminance == 0.0 {
example_text.single_mut().sections[4].value = "DirectionalLight".to_string(); example_text.single_mut().sections[5].value = "DirectionalLight".to_string();
100000.0 100000.0
} else { } else {
0.0 0.0
@ -171,6 +212,42 @@ fn toggle_light(
} }
} }
fn adjust_light_position(
input: Res<Input<KeyCode>>,
mut lights: Query<&mut Transform, With<Lights>>,
mut example_text: Query<&mut Text>,
) {
let mut offset = Vec3::ZERO;
if input.just_pressed(KeyCode::Left) {
offset.x -= 1.0;
}
if input.just_pressed(KeyCode::Right) {
offset.x += 1.0;
}
if input.just_pressed(KeyCode::Up) {
offset.z -= 1.0;
}
if input.just_pressed(KeyCode::Down) {
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[23].value = format!("{:.1},", light.translation.x);
example_text.sections[24].value = format!(" {:.1},", light.translation.y);
example_text.sections[25].value = format!(" {:.1}", light.translation.z);
}
}
}
fn cycle_filter_methods( fn cycle_filter_methods(
input: Res<Input<KeyCode>>, input: Res<Input<KeyCode>>,
mut filter_methods: Query<&mut ShadowFilteringMethod>, mut filter_methods: Query<&mut ShadowFilteringMethod>,
@ -193,7 +270,7 @@ fn cycle_filter_methods(
ShadowFilteringMethod::Hardware2x2 ShadowFilteringMethod::Hardware2x2
} }
}; };
example_text.single_mut().sections[7].value = filter_method_string; example_text.single_mut().sections[8].value = filter_method_string;
} }
} }
} }
@ -208,24 +285,27 @@ fn adjust_point_light_biases(
for mut light in &mut query { for mut light in &mut query {
if input.just_pressed(KeyCode::Key1) { if input.just_pressed(KeyCode::Key1) {
light.shadow_depth_bias -= depth_bias_step_size; light.shadow_depth_bias -= depth_bias_step_size;
example_text.single_mut().sections[10].value =
format!("{:.2}", light.shadow_depth_bias);
} }
if input.just_pressed(KeyCode::Key2) { if input.just_pressed(KeyCode::Key2) {
light.shadow_depth_bias += depth_bias_step_size; light.shadow_depth_bias += depth_bias_step_size;
example_text.single_mut().sections[10].value =
format!("{:.2}", light.shadow_depth_bias);
} }
if input.just_pressed(KeyCode::Key3) { if input.just_pressed(KeyCode::Key3) {
light.shadow_normal_bias -= normal_bias_step_size; light.shadow_normal_bias -= normal_bias_step_size;
example_text.single_mut().sections[13].value =
format!("{:.1}", light.shadow_normal_bias);
} }
if input.just_pressed(KeyCode::Key4) { if input.just_pressed(KeyCode::Key4) {
light.shadow_normal_bias += normal_bias_step_size; light.shadow_normal_bias += normal_bias_step_size;
example_text.single_mut().sections[13].value =
format!("{:.1}", light.shadow_normal_bias);
} }
if input.just_pressed(KeyCode::R) {
light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
}
if input.just_pressed(KeyCode::Z) {
light.shadow_depth_bias = 0.0;
light.shadow_normal_bias = 0.0;
}
example_text.single_mut().sections[11].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[14].value = format!("{:.1}", light.shadow_normal_bias);
} }
} }
@ -239,24 +319,27 @@ fn adjust_directional_light_biases(
for mut light in &mut query { for mut light in &mut query {
if input.just_pressed(KeyCode::Key5) { if input.just_pressed(KeyCode::Key5) {
light.shadow_depth_bias -= depth_bias_step_size; light.shadow_depth_bias -= depth_bias_step_size;
example_text.single_mut().sections[16].value =
format!("{:.2}", light.shadow_depth_bias);
} }
if input.just_pressed(KeyCode::Key6) { if input.just_pressed(KeyCode::Key6) {
light.shadow_depth_bias += depth_bias_step_size; light.shadow_depth_bias += depth_bias_step_size;
example_text.single_mut().sections[16].value =
format!("{:.2}", light.shadow_depth_bias);
} }
if input.just_pressed(KeyCode::Key7) { if input.just_pressed(KeyCode::Key7) {
light.shadow_normal_bias -= normal_bias_step_size; light.shadow_normal_bias -= normal_bias_step_size;
example_text.single_mut().sections[19].value =
format!("{:.1}", light.shadow_normal_bias);
} }
if input.just_pressed(KeyCode::Key8) { if input.just_pressed(KeyCode::Key8) {
light.shadow_normal_bias += normal_bias_step_size; light.shadow_normal_bias += normal_bias_step_size;
example_text.single_mut().sections[19].value =
format!("{:.1}", light.shadow_normal_bias);
} }
if input.just_pressed(KeyCode::R) {
light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
}
if input.just_pressed(KeyCode::Z) {
light.shadow_depth_bias = 0.0;
light.shadow_normal_bias = 0.0;
}
example_text.single_mut().sections[17].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[20].value = format!("{:.1}", light.shadow_normal_bias);
} }
} }