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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>
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1 changed files with 169 additions and 86 deletions
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@ -12,6 +12,7 @@ fn main() {
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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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@ -21,6 +22,9 @@ fn main() {
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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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@ -44,36 +48,39 @@ fn setup(
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.unwrap(),
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);
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(5.0, 5.0, 0.0),
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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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commands.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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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI / 2.,
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-PI / 4.,
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)),
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..default()
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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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@ -90,7 +97,15 @@ fn setup(
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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(0.0, spawn_height, z_i32 as f32),
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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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@ -106,43 +121,69 @@ fn setup(
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font_size: 20.,
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..default()
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};
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commands.spawn(
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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(
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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("F - switch between filter methods [", style.clone()),
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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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])
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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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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);
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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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@ -154,7 +195,7 @@ fn toggle_light(
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if input.just_pressed(KeyCode::L) {
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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[4].value = "PointLight".to_string();
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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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@ -162,7 +203,7 @@ fn toggle_light(
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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[4].value = "DirectionalLight".to_string();
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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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@ -171,6 +212,42 @@ fn toggle_light(
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}
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}
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fn adjust_light_position(
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input: Res<Input<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::Left) {
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offset.x -= 1.0;
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}
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if input.just_pressed(KeyCode::Right) {
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offset.x += 1.0;
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}
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if input.just_pressed(KeyCode::Up) {
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offset.z -= 1.0;
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}
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if input.just_pressed(KeyCode::Down) {
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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<Input<KeyCode>>,
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mut filter_methods: Query<&mut ShadowFilteringMethod>,
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@ -193,7 +270,7 @@ fn cycle_filter_methods(
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ShadowFilteringMethod::Hardware2x2
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}
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};
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example_text.single_mut().sections[7].value = filter_method_string;
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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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@ -208,24 +285,27 @@ fn adjust_point_light_biases(
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for mut light in &mut query {
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if input.just_pressed(KeyCode::Key1) {
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light.shadow_depth_bias -= depth_bias_step_size;
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example_text.single_mut().sections[10].value =
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format!("{:.2}", light.shadow_depth_bias);
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}
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if input.just_pressed(KeyCode::Key2) {
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light.shadow_depth_bias += depth_bias_step_size;
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example_text.single_mut().sections[10].value =
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format!("{:.2}", light.shadow_depth_bias);
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}
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if input.just_pressed(KeyCode::Key3) {
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light.shadow_normal_bias -= normal_bias_step_size;
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example_text.single_mut().sections[13].value =
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format!("{:.1}", light.shadow_normal_bias);
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}
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if input.just_pressed(KeyCode::Key4) {
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light.shadow_normal_bias += normal_bias_step_size;
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example_text.single_mut().sections[13].value =
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format!("{:.1}", light.shadow_normal_bias);
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}
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if input.just_pressed(KeyCode::R) {
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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::Z) {
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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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@ -239,24 +319,27 @@ fn adjust_directional_light_biases(
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for mut light in &mut query {
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if input.just_pressed(KeyCode::Key5) {
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light.shadow_depth_bias -= depth_bias_step_size;
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example_text.single_mut().sections[16].value =
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format!("{:.2}", light.shadow_depth_bias);
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}
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if input.just_pressed(KeyCode::Key6) {
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light.shadow_depth_bias += depth_bias_step_size;
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example_text.single_mut().sections[16].value =
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format!("{:.2}", light.shadow_depth_bias);
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}
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if input.just_pressed(KeyCode::Key7) {
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light.shadow_normal_bias -= normal_bias_step_size;
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example_text.single_mut().sections[19].value =
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format!("{:.1}", light.shadow_normal_bias);
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}
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if input.just_pressed(KeyCode::Key8) {
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light.shadow_normal_bias += normal_bias_step_size;
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example_text.single_mut().sections[19].value =
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format!("{:.1}", light.shadow_normal_bias);
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}
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if input.just_pressed(KeyCode::R) {
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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::Z) {
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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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