bevy/examples/3d/shadow_caster_receiver.rs
Rob Parrett 0746b8eb4c
Fix green colors becoming darker in various examples (#12328)
# Objective

Fixes #12225

Prior to the `bevy_color` port, `GREEN` used to mean "full green." But
it is now a much darker color matching the css1 spec.

## Solution

Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the
examples to their former colors.

This also removes the duplicate definition of `GREEN` from `css`. (it
was already re-exported from `basic`)

## Note

A lot of these examples could use nicer colors. I'm not trying to do
that here.

"Dark Grey" will be tackled separately and has its own tracking issue.
2024-03-05 23:42:03 +00:00

176 lines
5.3 KiB
Rust

//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
use std::f32::consts::PI;
use bevy::{
color::palettes::basic::{BLUE, LIME, RED},
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::from(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::from(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::from(LIME)),
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);
}
}
}