mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
dc9b486650
# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0`
175 lines
5.2 KiB
Rust
175 lines
5.2 KiB
Rust
//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
pbr::{light_consts, CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
println!(
|
|
"Controls:
|
|
C - toggle shadow casters (i.e. casters become not, and not casters become casters)
|
|
R - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers)
|
|
L - switch between directional and point lights"
|
|
);
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (toggle_light, toggle_shadows))
|
|
.run();
|
|
}
|
|
|
|
/// 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 = 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()
|
|
});
|
|
let sphere_handle = meshes.add(Sphere::new(sphere_radius));
|
|
|
|
// sphere - initially a caster
|
|
commands.spawn(PbrBundle {
|
|
mesh: sphere_handle.clone(),
|
|
material: materials.add(Color::RED),
|
|
transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
|
|
..default()
|
|
});
|
|
|
|
// sphere - initially not a caster
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: sphere_handle,
|
|
material: materials.add(Color::BLUE),
|
|
transform: Transform::from_xyz(1.0, spawn_height, 0.0),
|
|
..default()
|
|
},
|
|
NotShadowCaster,
|
|
));
|
|
|
|
// floating plane - initially not a shadow receiver and not a caster
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)),
|
|
material: materials.add(Color::GREEN),
|
|
transform: Transform::from_xyz(0.0, 1.0, -10.0),
|
|
..default()
|
|
},
|
|
NotShadowCaster,
|
|
NotShadowReceiver,
|
|
));
|
|
|
|
// lower ground plane - initially a shadow receiver
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)),
|
|
material: white_handle,
|
|
..default()
|
|
});
|
|
|
|
println!("Using DirectionalLight");
|
|
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_xyz(5.0, 5.0, 0.0),
|
|
point_light: PointLight {
|
|
intensity: 0.0,
|
|
range: spawn_plane_depth,
|
|
color: Color::WHITE,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
|
|
commands.spawn(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
illuminance: light_consts::lux::OVERCAST_DAY,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_rotation(Quat::from_euler(
|
|
EulerRot::ZYX,
|
|
0.0,
|
|
PI / 2.,
|
|
-PI / 4.,
|
|
)),
|
|
cascade_shadow_config: CascadeShadowConfigBuilder {
|
|
first_cascade_far_bound: 7.0,
|
|
maximum_distance: 25.0,
|
|
..default()
|
|
}
|
|
.into(),
|
|
..default()
|
|
});
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-5.0, 5.0, 5.0)
|
|
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
fn toggle_light(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut point_lights: Query<&mut PointLight>,
|
|
mut directional_lights: Query<&mut DirectionalLight>,
|
|
) {
|
|
if input.just_pressed(KeyCode::KeyL) {
|
|
for mut light in &mut point_lights {
|
|
light.intensity = if light.intensity == 0.0 {
|
|
println!("Using PointLight");
|
|
1_000_000.0 // Mini-sun point light
|
|
} else {
|
|
0.0
|
|
};
|
|
}
|
|
for mut light in &mut directional_lights {
|
|
light.illuminance = if light.illuminance == 0.0 {
|
|
println!("Using DirectionalLight");
|
|
light_consts::lux::OVERCAST_DAY
|
|
} else {
|
|
0.0
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
fn toggle_shadows(
|
|
mut commands: Commands,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut queries: ParamSet<(
|
|
Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
|
|
Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
|
|
Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
|
|
Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
|
|
)>,
|
|
) {
|
|
if input.just_pressed(KeyCode::KeyC) {
|
|
println!("Toggling casters");
|
|
for entity in queries.p0().iter() {
|
|
commands.entity(entity).remove::<NotShadowCaster>();
|
|
}
|
|
for entity in queries.p2().iter() {
|
|
commands.entity(entity).insert(NotShadowCaster);
|
|
}
|
|
}
|
|
if input.just_pressed(KeyCode::KeyR) {
|
|
println!("Toggling receivers");
|
|
for entity in queries.p1().iter() {
|
|
commands.entity(entity).remove::<NotShadowReceiver>();
|
|
}
|
|
for entity in queries.p3().iter() {
|
|
commands.entity(entity).insert(NotShadowReceiver);
|
|
}
|
|
}
|
|
}
|