mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
ffecb05a0a
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
172 lines
5.4 KiB
Rust
172 lines
5.4 KiB
Rust
use bevy::{
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pbr::{NotShadowCaster, NotShadowReceiver},
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prelude::*,
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};
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fn main() {
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println!(
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"Controls:
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C - toggle shadow casters (i.e. casters become not, and not casters become casters)
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R - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers)
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L - switch between directional and point lights"
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);
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(toggle_light)
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.add_system(toggle_shadows)
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.run();
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}
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/// set up a 3D scene to test shadow biases and perspective projections
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let spawn_plane_depth = 500.0f32;
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let spawn_height = 2.0;
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let sphere_radius = 0.25;
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let white_handle = materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..Default::default()
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});
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let sphere_handle = meshes.add(Mesh::from(shape::Icosphere {
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radius: sphere_radius,
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..Default::default()
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}));
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// sphere - initially a caster
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commands.spawn_bundle(PbrBundle {
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mesh: sphere_handle.clone(),
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material: materials.add(Color::RED.into()),
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transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
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..Default::default()
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});
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// sphere - initially not a caster
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commands
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.spawn_bundle(PbrBundle {
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mesh: sphere_handle,
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material: materials.add(Color::BLUE.into()),
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transform: Transform::from_xyz(1.0, spawn_height, 0.0),
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..Default::default()
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})
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.insert(NotShadowCaster);
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// floating plane - initially not a shadow receiver and not a caster
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
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material: materials.add(Color::GREEN.into()),
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transform: Transform::from_xyz(0.0, 1.0, -10.0),
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..Default::default()
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})
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.insert_bundle((NotShadowCaster, NotShadowReceiver));
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// lower ground plane - initially a shadow receiver
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
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material: white_handle,
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..Default::default()
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});
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println!("Using DirectionalLight");
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(5.0, 5.0, 0.0),
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point_light: PointLight {
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intensity: 0.0,
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range: spawn_plane_depth,
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color: Color::WHITE,
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shadows_enabled: true,
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..Default::default()
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},
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..Default::default()
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});
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let theta = std::f32::consts::FRAC_PI_4;
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let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta);
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commands.spawn_bundle(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 100000.0,
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shadow_projection: OrthographicProjection {
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left: -10.0,
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right: 10.0,
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bottom: -10.0,
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top: 10.0,
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near: -50.0,
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far: 50.0,
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..Default::default()
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},
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shadows_enabled: true,
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..Default::default()
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},
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transform: Transform::from_matrix(light_transform),
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..Default::default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-5.0, 5.0, 5.0)
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.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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..Default::default()
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});
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}
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fn toggle_light(
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input: Res<Input<KeyCode>>,
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mut point_lights: Query<&mut PointLight>,
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mut directional_lights: Query<&mut DirectionalLight>,
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) {
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if input.just_pressed(KeyCode::L) {
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for mut light in point_lights.iter_mut() {
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light.intensity = if light.intensity == 0.0 {
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println!("Using PointLight");
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100000000.0
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} else {
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0.0
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};
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}
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for mut light in directional_lights.iter_mut() {
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light.illuminance = if light.illuminance == 0.0 {
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println!("Using DirectionalLight");
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100000.0
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} else {
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0.0
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};
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}
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}
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}
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fn toggle_shadows(
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mut commands: Commands,
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input: Res<Input<KeyCode>>,
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mut queries: QuerySet<(
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QueryState<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
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QueryState<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
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QueryState<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
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QueryState<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
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)>,
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) {
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if input.just_pressed(KeyCode::C) {
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println!("Toggling casters");
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for entity in queries.q0().iter() {
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commands.entity(entity).remove::<NotShadowCaster>();
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}
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for entity in queries.q2().iter() {
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commands.entity(entity).insert(NotShadowCaster);
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}
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}
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if input.just_pressed(KeyCode::R) {
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println!("Toggling receivers");
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for entity in queries.q1().iter() {
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commands.entity(entity).remove::<NotShadowReceiver>();
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}
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for entity in queries.q3().iter() {
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commands.entity(entity).insert(NotShadowReceiver);
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}
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}
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}
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