bevy/examples/3d/shadow_caster_receiver_pipelined.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

182 lines
5.7 KiB
Rust

use bevy::{
ecs::prelude::*,
input::Input,
math::{EulerRot, Mat4, Vec3},
pbr2::{
DirectionalLight, DirectionalLightBundle, NotShadowCaster, NotShadowReceiver, PbrBundle,
PointLight, PointLightBundle, StandardMaterial,
},
prelude::{App, Assets, Handle, KeyCode, Transform},
render2::{
camera::{OrthographicProjection, PerspectiveCameraBundle},
color::Color,
mesh::{shape, Mesh},
},
PipelinedDefaultPlugins,
};
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(PipelinedDefaultPlugins)
.add_startup_system(setup)
.add_system(toggle_light)
.add_system(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::default()
});
let sphere_handle = meshes.add(Mesh::from(shape::Icosphere {
radius: sphere_radius,
..Default::default()
}));
// sphere - initially a caster
commands.spawn_bundle(PbrBundle {
mesh: sphere_handle.clone(),
material: materials.add(Color::RED.into()),
transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
..Default::default()
});
// sphere - initially not a caster
commands
.spawn_bundle(PbrBundle {
mesh: sphere_handle,
material: materials.add(Color::BLUE.into()),
transform: Transform::from_xyz(1.0, spawn_height, 0.0),
..Default::default()
})
.insert(NotShadowCaster);
// floating plane - initially not a shadow receiver and not a caster
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
material: materials.add(Color::GREEN.into()),
transform: Transform::from_xyz(0.0, 1.0, -10.0),
..Default::default()
})
.insert_bundle((NotShadowCaster, NotShadowReceiver));
// lower ground plane - initially a shadow receiver
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
material: white_handle,
..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,
..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: -10.0,
right: 10.0,
bottom: -10.0,
top: 10.0,
near: -50.0,
far: 50.0,
..Default::default()
},
..Default::default()
},
transform: Transform::from_matrix(light_transform),
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-5.0, 5.0, 5.0)
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
..Default::default()
});
}
fn toggle_light(
input: Res<Input<KeyCode>>,
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 toggle_shadows(
mut commands: Commands,
input: Res<Input<KeyCode>>,
mut queries: QuerySet<(
QueryState<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
QueryState<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
QueryState<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
QueryState<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
)>,
) {
if input.just_pressed(KeyCode::C) {
println!("Toggling casters");
for entity in queries.q0().iter() {
commands.entity(entity).remove::<NotShadowCaster>();
}
for entity in queries.q2().iter() {
commands.entity(entity).insert(NotShadowCaster);
}
}
if input.just_pressed(KeyCode::R) {
println!("Toggling receivers");
for entity in queries.q1().iter() {
commands.entity(entity).remove::<NotShadowReceiver>();
}
for entity in queries.q3().iter() {
commands.entity(entity).insert(NotShadowReceiver);
}
}
}