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Fix incorrect function calls to hsv_to_rgb in render debug code. (#14260)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/14139 ## Solution - correct the input parameters at these call sites. ## Testing 1. Use a 3D scene example with PBR lighting and shadows enabled, such as the `shadow_caster_receiver` and `load_gltf` example, for testing. 2. Enable relevant shader defines in crates/bevy_pbr/src/pbr_material.rs for the StandardMaterial. ```rust impl Material for StandardMaterial { // ... fn specialize( _pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayoutRef, key: MaterialPipelineKey<Self>, ) -> Result<(), SpecializedMeshPipelineError> { // ... // shader_defs.push("CLUSTERED_FORWARD_DEBUG_Z_SLICES".into()); // shader_defs.push("CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY".into()); shader_defs.push("DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES".into()); // ... } } ``` ## Showcase ### CLUSTERED_FORWARD_DEBUG_Z_SLICES - example: examples/3d/shadow_caster_receiver.rs ![Screenshot2024_07_10_143150](https://github.com/bevyengine/bevy/assets/6300263/fbd12712-5cb9-489d-a7d1-ed55f72fb234) ### CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY - example: examples/3d/shadow_caster_receiver.rs ![Screenshot2024_07_10_143312](https://github.com/bevyengine/bevy/assets/6300263/8eca5d7a-27b6-4ff5-9f8d-d10b49b3f990) ### DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES For this one, we need to use a large scene and modity the `CascadeShadowConfigBuilder`, here is a simple patch for the `load_gltf` example: ``` diff --git a/examples/3d/load_gltf.rs b/examples/3d/load_gltf.rs index 358446238..9403aa288 100644 --- a/examples/3d/load_gltf.rs +++ b/examples/3d/load_gltf.rs @@ -18,7 +18,7 @@ fn main() { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { commands.spawn(( Camera3dBundle { - transform: Transform::from_xyz(0.7, 0.7, 1.0) + transform: Transform::from_xyz(0.7, 0.7, 2.0) .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y), ..default() }, @@ -39,30 +39,40 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { // We also adjusted the shadow map to be larger since we're // only using a single cascade. cascade_shadow_config: CascadeShadowConfigBuilder { - num_cascades: 1, - maximum_distance: 1.6, + num_cascades: 5, + maximum_distance: 20.0, ..default() } .into(), ..default() }); + commands.spawn(SceneBundle { scene: asset_server .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), ..default() }); + + for i in 1..=10 { + commands.spawn(SceneBundle { + scene: asset_server + .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), + transform: Transform::from_xyz(i as f32 * 0.5, 0.0, i as f32 * -2.0), + ..default() + }); + } } fn animate_light_direction( time: Res<Time>, mut query: Query<&mut Transform, With<DirectionalLight>>, ) { - for mut transform in &mut query { - transform.rotation = Quat::from_euler( - EulerRot::ZYX, - 0.0, - time.elapsed_seconds() * PI / 5.0, - -FRAC_PI_4, - ); - } + // for mut transform in &mut query { + // transform.rotation = Quat::from_euler( + // EulerRot::ZYX, + // 0.0, + // time.elapsed_seconds() * PI / 5.0, + // -FRAC_PI_4, + // ); + // } } ``` ![Screenshot2024_07_10_145737](https://github.com/bevyengine/bevy/assets/6300263/c5c71894-f9f7-45fa-9b4f-598e324b42d0) --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
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2 changed files with 6 additions and 3 deletions
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@ -84,11 +84,12 @@ fn cluster_debug_visualization(
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if (z_slice & 1u) == 1u {
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if (z_slice & 1u) == 1u {
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z_slice = z_slice + bindings::lights.cluster_dimensions.z / 2u;
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z_slice = z_slice + bindings::lights.cluster_dimensions.z / 2u;
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}
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}
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let slice_color = hsv_to_rgb(
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let slice_color_hsv = vec3(
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f32(z_slice) / f32(bindings::lights.cluster_dimensions.z + 1u) * PI_2,
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f32(z_slice) / f32(bindings::lights.cluster_dimensions.z + 1u) * PI_2,
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1.0,
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1.0,
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0.5
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0.5
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);
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);
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let slice_color = hsv_to_rgb(slice_color_hsv);
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output_color = vec4<f32>(
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output_color = vec4<f32>(
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(1.0 - cluster_overlay_alpha) * output_color.rgb + cluster_overlay_alpha * slice_color,
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(1.0 - cluster_overlay_alpha) * output_color.rgb + cluster_overlay_alpha * slice_color,
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output_color.a
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output_color.a
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@ -115,7 +116,8 @@ fn cluster_debug_visualization(
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// NOTE: Visualizes the cluster to which the fragment belongs
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// NOTE: Visualizes the cluster to which the fragment belongs
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let cluster_overlay_alpha = 0.1;
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let cluster_overlay_alpha = 0.1;
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var rng = cluster_index;
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var rng = cluster_index;
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let cluster_color = hsv_to_rgb(rand_f(&rng) * PI_2, 1.0, 0.5);
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let cluster_color_hsv = vec3(rand_f(&rng) * PI_2, 1.0, 0.5);
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let cluster_color = hsv_to_rgb(cluster_color_hsv);
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output_color = vec4<f32>(
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output_color = vec4<f32>(
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(1.0 - cluster_overlay_alpha) * output_color.rgb + cluster_overlay_alpha * cluster_color,
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(1.0 - cluster_overlay_alpha) * output_color.rgb + cluster_overlay_alpha * cluster_color,
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output_color.a
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output_color.a
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@ -194,11 +194,12 @@ fn cascade_debug_visualization(
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) -> vec3<f32> {
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) -> vec3<f32> {
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let overlay_alpha = 0.95;
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let overlay_alpha = 0.95;
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let cascade_index = get_cascade_index(light_id, view_z);
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let cascade_index = get_cascade_index(light_id, view_z);
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let cascade_color = hsv_to_rgb(
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let cascade_color_hsv = vec3(
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f32(cascade_index) / f32(#{MAX_CASCADES_PER_LIGHT}u + 1u) * PI_2,
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f32(cascade_index) / f32(#{MAX_CASCADES_PER_LIGHT}u + 1u) * PI_2,
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1.0,
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1.0,
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0.5
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0.5
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);
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);
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let cascade_color = hsv_to_rgb(cascade_color_hsv);
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return vec3<f32>(
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return vec3<f32>(
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(1.0 - overlay_alpha) * output_color.rgb + overlay_alpha * cascade_color
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(1.0 - overlay_alpha) * output_color.rgb + overlay_alpha * cascade_color
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);
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);
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