mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 11:03:06 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
308 lines
11 KiB
Rust
308 lines
11 KiB
Rust
//! Demonstrates how shadow biases affect shadows in a 3d scene.
|
|
|
|
#[path = "../helpers/camera_controller.rs"]
|
|
mod camera_controller;
|
|
|
|
use bevy::{pbr::ShadowFilteringMethod, prelude::*};
|
|
use camera_controller::{CameraController, CameraControllerPlugin};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugins(CameraControllerPlugin)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
cycle_filter_methods,
|
|
adjust_light_position,
|
|
adjust_point_light_biases,
|
|
toggle_light,
|
|
adjust_directional_light_biases,
|
|
),
|
|
)
|
|
.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(Sphere::new(sphere_radius));
|
|
|
|
let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
|
|
commands
|
|
.spawn((light_transform, Visibility::default(), Lights))
|
|
.with_children(|builder| {
|
|
builder.spawn(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()
|
|
});
|
|
builder.spawn(DirectionalLight {
|
|
shadow_depth_bias: 0.0,
|
|
shadow_normal_bias: 0.0,
|
|
shadows_enabled: true,
|
|
..default()
|
|
});
|
|
});
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-1.0, 1.0, 1.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
|
|
CameraController::default(),
|
|
ShadowFilteringMethod::Hardware2x2,
|
|
));
|
|
|
|
for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
|
|
commands.spawn((
|
|
Mesh3d(sphere_handle.clone()),
|
|
MeshMaterial3d(white_handle.clone()),
|
|
Transform::from_xyz(
|
|
0.0,
|
|
if z_i32 % 4 == 0 {
|
|
spawn_height
|
|
} else {
|
|
sphere_radius
|
|
},
|
|
z_i32 as f32,
|
|
),
|
|
));
|
|
}
|
|
|
|
// ground plane
|
|
let plane_size = 2.0 * spawn_plane_depth;
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(plane_size, plane_size))),
|
|
MeshMaterial3d(white_handle),
|
|
));
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
padding: UiRect::all(Val::Px(5.0)),
|
|
..default()
|
|
},
|
|
BackgroundColor(Color::BLACK.with_alpha(0.75)),
|
|
GlobalZIndex(i32::MAX),
|
|
))
|
|
.with_children(|p| {
|
|
p.spawn(Text::default()).with_children(|p| {
|
|
p.spawn(TextSpan::new("Controls:\n"));
|
|
p.spawn(TextSpan::new("R / Z - reset biases to default / zero\n"));
|
|
p.spawn(TextSpan::new(
|
|
"L - switch between directional and point lights [",
|
|
));
|
|
p.spawn(TextSpan::new("DirectionalLight"));
|
|
p.spawn(TextSpan::new("]\n"));
|
|
p.spawn(TextSpan::new(
|
|
"F - switch directional light filter methods [",
|
|
));
|
|
p.spawn(TextSpan::new("Hardware2x2"));
|
|
p.spawn(TextSpan::new("]\n"));
|
|
p.spawn(TextSpan::new("1/2 - change point light depth bias ["));
|
|
p.spawn(TextSpan::new("0.00"));
|
|
p.spawn(TextSpan::new("]\n"));
|
|
p.spawn(TextSpan::new("3/4 - change point light normal bias ["));
|
|
p.spawn(TextSpan::new("0.0"));
|
|
p.spawn(TextSpan::new("]\n"));
|
|
p.spawn(TextSpan::new("5/6 - change direction light depth bias ["));
|
|
p.spawn(TextSpan::new("0.00"));
|
|
p.spawn(TextSpan::new("]\n"));
|
|
p.spawn(TextSpan::new(
|
|
"7/8 - change direction light normal bias [",
|
|
));
|
|
p.spawn(TextSpan::new("0.0"));
|
|
p.spawn(TextSpan::new("]\n"));
|
|
p.spawn(TextSpan::new(
|
|
"left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
|
|
));
|
|
p.spawn(TextSpan(format!("{:.1},", light_transform.translation.x)));
|
|
p.spawn(TextSpan(format!(" {:.1},", light_transform.translation.y)));
|
|
p.spawn(TextSpan(format!(" {:.1}", light_transform.translation.z)));
|
|
p.spawn(TextSpan::new("]\n"));
|
|
});
|
|
});
|
|
}
|
|
|
|
fn toggle_light(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut point_lights: Query<&mut PointLight>,
|
|
mut directional_lights: Query<&mut DirectionalLight>,
|
|
example_text: Single<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
if input.just_pressed(KeyCode::KeyL) {
|
|
for mut light in &mut point_lights {
|
|
light.intensity = if light.intensity == 0.0 {
|
|
*writer.text(*example_text, 4) = "PointLight".to_string();
|
|
100000000.0
|
|
} else {
|
|
0.0
|
|
};
|
|
}
|
|
for mut light in &mut directional_lights {
|
|
light.illuminance = if light.illuminance == 0.0 {
|
|
*writer.text(*example_text, 4) = "DirectionalLight".to_string();
|
|
100000.0
|
|
} else {
|
|
0.0
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
fn adjust_light_position(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut lights: Query<&mut Transform, With<Lights>>,
|
|
example_text: Single<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
let mut offset = Vec3::ZERO;
|
|
if input.just_pressed(KeyCode::ArrowLeft) {
|
|
offset.x -= 1.0;
|
|
}
|
|
if input.just_pressed(KeyCode::ArrowRight) {
|
|
offset.x += 1.0;
|
|
}
|
|
if input.just_pressed(KeyCode::ArrowUp) {
|
|
offset.z -= 1.0;
|
|
}
|
|
if input.just_pressed(KeyCode::ArrowDown) {
|
|
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 example_text = *example_text;
|
|
for mut light in &mut lights {
|
|
light.translation += offset;
|
|
light.look_at(Vec3::ZERO, Vec3::Y);
|
|
*writer.text(example_text, 22) = format!("{:.1},", light.translation.x);
|
|
*writer.text(example_text, 23) = format!(" {:.1},", light.translation.y);
|
|
*writer.text(example_text, 24) = format!(" {:.1}", light.translation.z);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn cycle_filter_methods(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut filter_methods: Query<&mut ShadowFilteringMethod>,
|
|
example_text: Single<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
if input.just_pressed(KeyCode::KeyF) {
|
|
for mut filter_method in &mut filter_methods {
|
|
let filter_method_string;
|
|
*filter_method = match *filter_method {
|
|
ShadowFilteringMethod::Hardware2x2 => {
|
|
filter_method_string = "Gaussian".to_string();
|
|
ShadowFilteringMethod::Gaussian
|
|
}
|
|
ShadowFilteringMethod::Gaussian => {
|
|
filter_method_string = "Temporal".to_string();
|
|
ShadowFilteringMethod::Temporal
|
|
}
|
|
ShadowFilteringMethod::Temporal => {
|
|
filter_method_string = "Hardware2x2".to_string();
|
|
ShadowFilteringMethod::Hardware2x2
|
|
}
|
|
};
|
|
*writer.text(*example_text, 7) = filter_method_string;
|
|
}
|
|
}
|
|
}
|
|
|
|
fn adjust_point_light_biases(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut query: Query<&mut PointLight>,
|
|
example_text: Single<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
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::Digit1) {
|
|
light.shadow_depth_bias -= depth_bias_step_size;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit2) {
|
|
light.shadow_depth_bias += depth_bias_step_size;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit3) {
|
|
light.shadow_normal_bias -= normal_bias_step_size;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit4) {
|
|
light.shadow_normal_bias += normal_bias_step_size;
|
|
}
|
|
if input.just_pressed(KeyCode::KeyR) {
|
|
light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
|
|
light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
|
|
}
|
|
if input.just_pressed(KeyCode::KeyZ) {
|
|
light.shadow_depth_bias = 0.0;
|
|
light.shadow_normal_bias = 0.0;
|
|
}
|
|
|
|
*writer.text(*example_text, 10) = format!("{:.2}", light.shadow_depth_bias);
|
|
*writer.text(*example_text, 13) = format!("{:.1}", light.shadow_normal_bias);
|
|
}
|
|
}
|
|
|
|
fn adjust_directional_light_biases(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut query: Query<&mut DirectionalLight>,
|
|
example_text: Single<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
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::Digit5) {
|
|
light.shadow_depth_bias -= depth_bias_step_size;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit6) {
|
|
light.shadow_depth_bias += depth_bias_step_size;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit7) {
|
|
light.shadow_normal_bias -= normal_bias_step_size;
|
|
}
|
|
if input.just_pressed(KeyCode::Digit8) {
|
|
light.shadow_normal_bias += normal_bias_step_size;
|
|
}
|
|
if input.just_pressed(KeyCode::KeyR) {
|
|
light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
|
|
light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
|
|
}
|
|
if input.just_pressed(KeyCode::KeyZ) {
|
|
light.shadow_depth_bias = 0.0;
|
|
light.shadow_normal_bias = 0.0;
|
|
}
|
|
|
|
*writer.text(*example_text, 16) = format!("{:.2}", light.shadow_depth_bias);
|
|
*writer.text(*example_text, 19) = format!("{:.1}", light.shadow_normal_bias);
|
|
}
|
|
}
|