diff --git a/Cargo.toml b/Cargo.toml index cc1dcc9f09..476fa13047 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -178,6 +178,10 @@ path = "examples/3d/pbr_pipelined.rs" name = "render_to_texture" path = "examples/3d/render_to_texture.rs" +[[example]] +name = "shadow_biases_pipelined" +path = "examples/3d/shadow_biases_pipelined.rs" + [[example]] name = "spawner" path = "examples/3d/spawner.rs" diff --git a/examples/3d/shadow_biases_pipelined.rs b/examples/3d/shadow_biases_pipelined.rs new file mode 100644 index 0000000000..ad56596ebc --- /dev/null +++ b/examples/3d/shadow_biases_pipelined.rs @@ -0,0 +1,334 @@ +use bevy::{ + core::Time, + ecs::prelude::*, + input::{mouse::MouseMotion, Input}, + math::{EulerRot, Mat4, Quat, Vec2, Vec3}, + pbr2::{ + DirectionalLight, DirectionalLightBundle, PbrBundle, PointLight, PointLightBundle, + StandardMaterial, + }, + prelude::{App, Assets, KeyCode, Transform}, + render2::{ + camera::{Camera, OrthographicProjection, PerspectiveCameraBundle}, + color::Color, + mesh::{shape, Mesh}, + }, + PipelinedDefaultPlugins, +}; + +fn main() { + println!( + "Controls: + WSAD - forward/back/strafe left/right + LShift - 'run' + E - up + Q - down + L - switch between directional and point lights + 1/2 - decrease/increase point light depth bias + 3/4 - decrease/increase point light normal bias + 5/6 - decrease/increase direction light depth bias + 7/8 - decrease/increase direction light normal bias" + ); + App::new() + .add_plugins(PipelinedDefaultPlugins) + .add_startup_system(setup.system()) + .add_system(adjust_point_light_biases.system()) + .add_system(toggle_light.system()) + .add_system(adjust_directional_light_biases.system()) + .add_system(camera_controller.system()) + .run(); +} + +/// set up a 3D scene to test shadow biases and perspective projections +fn setup( + mut commands: Commands, + mut meshes: ResMut>, + mut materials: ResMut>, +) { + let spawn_plane_depth = 500.0f32; + 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::default() + }); + let sphere_handle = meshes.add(Mesh::from(shape::Icosphere { + radius: sphere_radius, + ..Default::default() + })); + + println!("Using DirectionalLight"); + + commands.spawn_bundle(PointLightBundle { + transform: Transform::from_xyz(5.0, 5.0, 0.0), + point_light: PointLight { + intensity: 0.0, + range: spawn_plane_depth, + color: Color::WHITE, + shadow_depth_bias: 0.0, + shadow_normal_bias: 0.0, + ..Default::default() + }, + ..Default::default() + }); + + let theta = std::f32::consts::FRAC_PI_4; + let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta); + commands.spawn_bundle(DirectionalLightBundle { + directional_light: DirectionalLight { + illuminance: 100000.0, + shadow_projection: OrthographicProjection { + left: -0.35, + right: 500.35, + bottom: -0.1, + top: 5.0, + near: -5.0, + far: 5.0, + ..Default::default() + }, + shadow_depth_bias: 0.0, + shadow_normal_bias: 0.0, + ..Default::default() + }, + transform: Transform::from_matrix(light_transform), + ..Default::default() + }); + + // camera + commands + .spawn_bundle(PerspectiveCameraBundle { + transform: Transform::from_xyz(-1.0, 1.0, 1.0) + .looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y), + ..Default::default() + }) + .insert(CameraController::default()); + + for z_i32 in -spawn_plane_depth as i32..=0 { + commands.spawn_bundle(PbrBundle { + mesh: sphere_handle.clone(), + material: white_handle.clone(), + transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32), + ..Default::default() + }); + } + + // ground plane + commands.spawn_bundle(PbrBundle { + mesh: meshes.add(Mesh::from(shape::Plane { + size: 2.0 * spawn_plane_depth, + })), + material: white_handle.clone(), + ..Default::default() + }); +} + +fn toggle_light( + input: Res>, + mut point_lights: Query<&mut PointLight>, + mut directional_lights: Query<&mut DirectionalLight>, +) { + if input.just_pressed(KeyCode::L) { + for mut light in point_lights.iter_mut() { + light.intensity = if light.intensity == 0.0 { + println!("Using PointLight"); + 100000000.0 + } else { + 0.0 + }; + } + for mut light in directional_lights.iter_mut() { + light.illuminance = if light.illuminance == 0.0 { + println!("Using DirectionalLight"); + 100000.0 + } else { + 0.0 + }; + } + } +} + +fn adjust_point_light_biases(input: Res>, mut query: Query<&mut PointLight>) { + let depth_bias_step_size = 0.01; + let normal_bias_step_size = 0.1; + for mut light in query.iter_mut() { + if input.just_pressed(KeyCode::Key1) { + light.shadow_depth_bias -= depth_bias_step_size; + println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias); + } + if input.just_pressed(KeyCode::Key2) { + light.shadow_depth_bias += depth_bias_step_size; + println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias); + } + if input.just_pressed(KeyCode::Key3) { + light.shadow_normal_bias -= normal_bias_step_size; + println!( + "PointLight shadow_normal_bias: {}", + light.shadow_normal_bias + ); + } + if input.just_pressed(KeyCode::Key4) { + light.shadow_normal_bias += normal_bias_step_size; + println!( + "PointLight shadow_normal_bias: {}", + light.shadow_normal_bias + ); + } + } +} + +fn adjust_directional_light_biases( + input: Res>, + mut query: Query<&mut DirectionalLight>, +) { + let depth_bias_step_size = 0.01; + let normal_bias_step_size = 0.1; + for mut light in query.iter_mut() { + if input.just_pressed(KeyCode::Key5) { + light.shadow_depth_bias -= depth_bias_step_size; + println!( + "DirectionalLight shadow_depth_bias: {}", + light.shadow_depth_bias + ); + } + if input.just_pressed(KeyCode::Key6) { + light.shadow_depth_bias += depth_bias_step_size; + println!( + "DirectionalLight shadow_depth_bias: {}", + light.shadow_depth_bias + ); + } + if input.just_pressed(KeyCode::Key7) { + light.shadow_normal_bias -= normal_bias_step_size; + println!( + "DirectionalLight shadow_normal_bias: {}", + light.shadow_normal_bias + ); + } + if input.just_pressed(KeyCode::Key8) { + light.shadow_normal_bias += normal_bias_step_size; + println!( + "DirectionalLight shadow_normal_bias: {}", + light.shadow_normal_bias + ); + } + } +} + +struct CameraController { + pub enabled: bool, + pub sensitivity: f32, + pub key_forward: KeyCode, + pub key_back: KeyCode, + pub key_left: KeyCode, + pub key_right: KeyCode, + pub key_up: KeyCode, + pub key_down: KeyCode, + pub key_run: KeyCode, + pub walk_speed: f32, + pub run_speed: f32, + pub friction: f32, + pub pitch: f32, + pub yaw: f32, + pub velocity: Vec3, +} + +impl Default for CameraController { + fn default() -> Self { + Self { + enabled: true, + sensitivity: 0.5, + key_forward: KeyCode::W, + key_back: KeyCode::S, + key_left: KeyCode::A, + key_right: KeyCode::D, + key_up: KeyCode::E, + key_down: KeyCode::Q, + key_run: KeyCode::LShift, + walk_speed: 10.0, + run_speed: 30.0, + friction: 0.5, + pitch: 0.0, + yaw: 0.0, + velocity: Vec3::ZERO, + } + } +} + +fn camera_controller( + time: Res