bevy/examples/3d/shadow_biases.rs
ickshonpe c5742ff43e
Simplified ui_stack_system (#9889)
# Objective

`ui_stack_system` generates a tree of `StackingContexts` which it then
flattens to get the `UiStack`.

But there's no need to construct a new tree. We can query for nodes with
a global `ZIndex`, add those nodes to the root nodes list and then build
the `UiStack` from a walk of the existing layout tree, ignoring any
branches that have a global `Zindex`.

Fixes #9877

## Solution

Split the `ZIndex` enum into two separate components, `ZIndex` and
`GlobalZIndex`

Query for nodes with a `GlobalZIndex`, add those nodes to the root nodes
list and then build the `UiStack` from a walk of the existing layout
tree, filtering branches by `Without<GlobalZIndex>` so we don't revisit
nodes.

```
cargo run --profile stress-test --features trace_tracy --example many_buttons
```

<img width="672" alt="ui-stack-system-walk-split-enum"
src="https://github.com/bevyengine/bevy/assets/27962798/11e357a5-477f-4804-8ada-c4527c009421">

(Yellow is this PR, red is main)

---

## Changelog
`Zindex`
* The `ZIndex` enum has been split into two separate components `ZIndex`
(which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces
`ZIndex::Global`). An entity can have both a `ZIndex` and
`GlobalZIndex`, in comparisons `ZIndex` breaks ties if two
`GlobalZIndex` values are equal.

`ui_stack_system`
* Instead of generating a tree of `StackingContexts`, query for nodes
with a `GlobalZIndex`, add those nodes to the root nodes list and then
build the `UiStack` from a walk of the existing layout tree, filtering
branches by `Without<GlobalZIndex` so we don't revisit nodes.

## Migration Guide

The `ZIndex` enum has been split into two separate components `ZIndex`
(which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces
`ZIndex::Global`). An entity can have both a `ZIndex` and
`GlobalZIndex`, in comparisons `ZIndex` breaks ties if two
`GlobalZindex` values are equal.

---------

Co-authored-by: Gabriel Bourgeois <gabriel.bourgeoisv4si@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-09-30 18:43:57 +00:00

338 lines
12 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((
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 {
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
let plane_size = 2.0 * spawn_plane_depth;
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(plane_size, plane_size)),
material: white_handle,
..default()
});
let style = TextStyle::default();
commands
.spawn((
NodeBundle {
style: Style {
position_type: PositionType::Absolute,
padding: UiRect::all(Val::Px(5.0)),
..default()
},
background_color: Color::BLACK.with_alpha(0.75).into(),
..default()
},
GlobalZIndex(i32::MAX),
))
.with_children(|c| {
c.spawn(TextBundle::from_sections([
TextSection::new("Controls:\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<ButtonInput<KeyCode>>,
mut point_lights: Query<&mut PointLight>,
mut directional_lights: Query<&mut DirectionalLight>,
mut example_text: Query<&mut Text>,
) {
if input.just_pressed(KeyCode::KeyL) {
for mut light in &mut point_lights {
light.intensity = if light.intensity == 0.0 {
example_text.single_mut().sections[3].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[3].value = "DirectionalLight".to_string();
100000.0
} else {
0.0
};
}
}
}
fn adjust_light_position(
input: Res<ButtonInput<KeyCode>>,
mut lights: Query<&mut Transform, With<Lights>>,
mut example_text: Query<&mut Text>,
) {
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 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[21].value = format!("{:.1},", light.translation.x);
example_text.sections[22].value = format!(" {:.1},", light.translation.y);
example_text.sections[23].value = format!(" {:.1}", light.translation.z);
}
}
}
fn cycle_filter_methods(
input: Res<ButtonInput<KeyCode>>,
mut filter_methods: Query<&mut ShadowFilteringMethod>,
mut example_text: Query<&mut Text>,
) {
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
}
};
example_text.single_mut().sections[6].value = filter_method_string;
}
}
}
fn adjust_point_light_biases(
input: Res<ButtonInput<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::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;
}
example_text.single_mut().sections[9].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[12].value = format!("{:.1}", light.shadow_normal_bias);
}
}
fn adjust_directional_light_biases(
input: Res<ButtonInput<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::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;
}
example_text.single_mut().sections[15].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[18].value = format!("{:.1}", light.shadow_normal_bias);
}
}