bevy/examples/3d/shadow_biases.rs
Robert Swain 15c54b5542
shadow_biases: Support moving the light position and resetting biases (#10185)
# Objective

- Make it possible to move the light position around in the
`shadow_biases` example
- Also support resetting the depth/normal biases to the engine defaults,
or zero.

## Solution

- The light position is displayed in the text overlay.
- The light position can be adjusted with
left/right/up/down/pgup/pgdown.
- The depth/normal biases can be reset to defaults by pressing R, or to
zero by pressing Z.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-10-19 14:41:39 +00:00

456 lines
15 KiB
Rust

//! Demonstrates how shadow biases affect shadows in a 3d scene.
use std::f32::consts::PI;
use bevy::{input::mouse::MouseMotion, pbr::ShadowFilteringMethod, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
cycle_filter_methods,
adjust_light_position,
adjust_point_light_biases,
toggle_light,
adjust_directional_light_biases,
camera_controller,
),
)
.run();
}
#[derive(Component)]
struct Lights;
/// 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 = 300.0f32;
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(
Mesh::try_from(shape::Icosphere {
radius: sphere_radius,
..default()
})
.unwrap(),
);
let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
commands
.spawn((
SpatialBundle {
transform: light_transform,
..default()
},
Lights,
))
.with_children(|builder| {
builder.spawn(PointLightBundle {
point_light: PointLight {
intensity: 0.0,
range: spawn_plane_depth,
color: Color::WHITE,
shadow_depth_bias: 0.0,
shadow_normal_bias: 0.0,
shadows_enabled: true,
..default()
},
..default()
});
builder.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 100000.0,
shadow_depth_bias: 0.0,
shadow_normal_bias: 0.0,
shadows_enabled: true,
..default()
},
..default()
});
});
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(-1.0, 1.0, 1.0)
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
..default()
},
CameraController::default(),
ShadowFilteringMethod::Hardware2x2,
));
for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
commands.spawn(PbrBundle {
mesh: sphere_handle.clone(),
material: white_handle.clone(),
transform: Transform::from_xyz(
0.0,
if z_i32 % 4 == 0 {
spawn_height
} else {
sphere_radius
},
z_i32 as f32,
),
..default()
});
}
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(2.0 * spawn_plane_depth).into()),
material: white_handle,
..default()
});
let style = TextStyle {
font_size: 20.,
..default()
};
commands
.spawn(NodeBundle {
style: Style {
position_type: PositionType::Absolute,
padding: UiRect::all(Val::Px(5.0)),
..default()
},
z_index: ZIndex::Global(i32::MAX),
background_color: Color::BLACK.with_a(0.75).into(),
..default()
})
.with_children(|c| {
c.spawn(TextBundle::from_sections([
TextSection::new("Controls:\n", style.clone()),
TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()),
TextSection::new("E / Q - up / down\n", style.clone()),
TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
TextSection::new(
"L - switch between directional and point lights [",
style.clone(),
),
TextSection::new("DirectionalLight", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new(
"F - switch directional light filter methods [",
style.clone(),
),
TextSection::new("Hardware2x2", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new("1/2 - change point light depth bias [", style.clone()),
TextSection::new("0.00", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new("3/4 - change point light normal bias [", style.clone()),
TextSection::new("0.0", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new("5/6 - change direction light depth bias [", style.clone()),
TextSection::new("0.00", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new(
"7/8 - change direction light normal bias [",
style.clone(),
),
TextSection::new("0.0", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new(
"left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
style.clone(),
),
TextSection::new(
format!("{:.1},", light_transform.translation.x),
style.clone(),
),
TextSection::new(
format!(" {:.1},", light_transform.translation.y),
style.clone(),
),
TextSection::new(
format!(" {:.1}", light_transform.translation.z),
style.clone(),
),
TextSection::new("]\n", style.clone()),
]));
});
}
fn toggle_light(
input: Res<Input<KeyCode>>,
mut point_lights: Query<&mut PointLight>,
mut directional_lights: Query<&mut DirectionalLight>,
mut example_text: Query<&mut Text>,
) {
if input.just_pressed(KeyCode::L) {
for mut light in &mut point_lights {
light.intensity = if light.intensity == 0.0 {
example_text.single_mut().sections[5].value = "PointLight".to_string();
100000000.0
} else {
0.0
};
}
for mut light in &mut directional_lights {
light.illuminance = if light.illuminance == 0.0 {
example_text.single_mut().sections[5].value = "DirectionalLight".to_string();
100000.0
} else {
0.0
};
}
}
}
fn adjust_light_position(
input: Res<Input<KeyCode>>,
mut lights: Query<&mut Transform, With<Lights>>,
mut example_text: Query<&mut Text>,
) {
let mut offset = Vec3::ZERO;
if input.just_pressed(KeyCode::Left) {
offset.x -= 1.0;
}
if input.just_pressed(KeyCode::Right) {
offset.x += 1.0;
}
if input.just_pressed(KeyCode::Up) {
offset.z -= 1.0;
}
if input.just_pressed(KeyCode::Down) {
offset.z += 1.0;
}
if input.just_pressed(KeyCode::PageDown) {
offset.y -= 1.0;
}
if input.just_pressed(KeyCode::PageUp) {
offset.y += 1.0;
}
if offset != Vec3::ZERO {
let mut example_text = example_text.single_mut();
for mut light in &mut lights {
light.translation += offset;
light.look_at(Vec3::ZERO, Vec3::Y);
example_text.sections[23].value = format!("{:.1},", light.translation.x);
example_text.sections[24].value = format!(" {:.1},", light.translation.y);
example_text.sections[25].value = format!(" {:.1}", light.translation.z);
}
}
}
fn cycle_filter_methods(
input: Res<Input<KeyCode>>,
mut filter_methods: Query<&mut ShadowFilteringMethod>,
mut example_text: Query<&mut Text>,
) {
if input.just_pressed(KeyCode::F) {
for mut filter_method in &mut filter_methods {
let filter_method_string;
*filter_method = match *filter_method {
ShadowFilteringMethod::Hardware2x2 => {
filter_method_string = "Castano13".to_string();
ShadowFilteringMethod::Castano13
}
ShadowFilteringMethod::Castano13 => {
filter_method_string = "Jimenez14".to_string();
ShadowFilteringMethod::Jimenez14
}
ShadowFilteringMethod::Jimenez14 => {
filter_method_string = "Hardware2x2".to_string();
ShadowFilteringMethod::Hardware2x2
}
};
example_text.single_mut().sections[8].value = filter_method_string;
}
}
}
fn adjust_point_light_biases(
input: Res<Input<KeyCode>>,
mut query: Query<&mut PointLight>,
mut example_text: Query<&mut Text>,
) {
let depth_bias_step_size = 0.01;
let normal_bias_step_size = 0.1;
for mut light in &mut query {
if input.just_pressed(KeyCode::Key1) {
light.shadow_depth_bias -= depth_bias_step_size;
}
if input.just_pressed(KeyCode::Key2) {
light.shadow_depth_bias += depth_bias_step_size;
}
if input.just_pressed(KeyCode::Key3) {
light.shadow_normal_bias -= normal_bias_step_size;
}
if input.just_pressed(KeyCode::Key4) {
light.shadow_normal_bias += normal_bias_step_size;
}
if input.just_pressed(KeyCode::R) {
light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
}
if input.just_pressed(KeyCode::Z) {
light.shadow_depth_bias = 0.0;
light.shadow_normal_bias = 0.0;
}
example_text.single_mut().sections[11].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[14].value = format!("{:.1}", light.shadow_normal_bias);
}
}
fn adjust_directional_light_biases(
input: Res<Input<KeyCode>>,
mut query: Query<&mut DirectionalLight>,
mut example_text: Query<&mut Text>,
) {
let depth_bias_step_size = 0.01;
let normal_bias_step_size = 0.1;
for mut light in &mut query {
if input.just_pressed(KeyCode::Key5) {
light.shadow_depth_bias -= depth_bias_step_size;
}
if input.just_pressed(KeyCode::Key6) {
light.shadow_depth_bias += depth_bias_step_size;
}
if input.just_pressed(KeyCode::Key7) {
light.shadow_normal_bias -= normal_bias_step_size;
}
if input.just_pressed(KeyCode::Key8) {
light.shadow_normal_bias += normal_bias_step_size;
}
if input.just_pressed(KeyCode::R) {
light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
}
if input.just_pressed(KeyCode::Z) {
light.shadow_depth_bias = 0.0;
light.shadow_normal_bias = 0.0;
}
example_text.single_mut().sections[17].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[20].value = format!("{:.1}", light.shadow_normal_bias);
}
}
#[derive(Component)]
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::ShiftLeft,
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<Time>,
mut mouse_events: EventReader<MouseMotion>,
key_input: Res<Input<KeyCode>>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
for (mut transform, mut options) in &mut query {
if !options.enabled {
continue;
}
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(options.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(options.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(options.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(options.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(options.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(options.key_down) {
axis_input.y -= 1.0;
}
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(options.key_run) {
options.run_speed
} else {
options.walk_speed
};
options.velocity = axis_input.normalize() * max_speed;
} else {
let friction = options.friction.clamp(0.0, 1.0);
options.velocity *= 1.0 - friction;
if options.velocity.length_squared() < 1e-6 {
options.velocity = Vec3::ZERO;
}
}
let forward = transform.forward();
let right = transform.right();
transform.translation += options.velocity.x * dt * right
+ options.velocity.y * dt * Vec3::Y
+ options.velocity.z * dt * forward;
if mouse_delta != Vec2::ZERO {
// Apply look update
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * options.sensitivity * dt;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
}
}