mirror of
https://github.com/bevyengine/bevy
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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.
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#[path = "../helpers/camera_controller.rs"]
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mod camera_controller;
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use bevy::{pbr::ShadowFilteringMethod, prelude::*};
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use camera_controller::{CameraController, CameraControllerPlugin};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(CameraControllerPlugin)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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cycle_filter_methods,
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adjust_light_position,
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adjust_point_light_biases,
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toggle_light,
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adjust_directional_light_biases,
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),
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)
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.run();
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}
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#[derive(Component)]
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struct Lights;
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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 = 300.0f32;
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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()
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});
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let sphere_handle = meshes.add(Sphere::new(sphere_radius));
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let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
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commands
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.spawn((light_transform, Visibility::default(), Lights))
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.with_children(|builder| {
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builder.spawn(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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shadow_depth_bias: 0.0,
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shadow_normal_bias: 0.0,
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shadows_enabled: true,
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..default()
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});
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builder.spawn(DirectionalLight {
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shadow_depth_bias: 0.0,
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shadow_normal_bias: 0.0,
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shadows_enabled: true,
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..default()
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});
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});
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-1.0, 1.0, 1.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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CameraController::default(),
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ShadowFilteringMethod::Hardware2x2,
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));
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for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
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commands.spawn((
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Mesh3d(sphere_handle.clone()),
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MeshMaterial3d(white_handle.clone()),
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Transform::from_xyz(
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0.0,
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if z_i32 % 4 == 0 {
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spawn_height
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} else {
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sphere_radius
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},
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z_i32 as f32,
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),
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));
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}
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// ground plane
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let plane_size = 2.0 * spawn_plane_depth;
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(plane_size, plane_size))),
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MeshMaterial3d(white_handle),
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));
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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BackgroundColor(Color::BLACK.with_alpha(0.75)),
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GlobalZIndex(i32::MAX),
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))
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.with_children(|p| {
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p.spawn(Text::default()).with_children(|p| {
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p.spawn(TextSpan::new("Controls:\n"));
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p.spawn(TextSpan::new("R / Z - reset biases to default / zero\n"));
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p.spawn(TextSpan::new(
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"L - switch between directional and point lights [",
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));
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p.spawn(TextSpan::new("DirectionalLight"));
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p.spawn(TextSpan::new("]\n"));
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p.spawn(TextSpan::new(
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"F - switch directional light filter methods [",
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));
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p.spawn(TextSpan::new("Hardware2x2"));
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p.spawn(TextSpan::new("]\n"));
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p.spawn(TextSpan::new("1/2 - change point light depth bias ["));
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p.spawn(TextSpan::new("0.00"));
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p.spawn(TextSpan::new("]\n"));
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p.spawn(TextSpan::new("3/4 - change point light normal bias ["));
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p.spawn(TextSpan::new("0.0"));
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p.spawn(TextSpan::new("]\n"));
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p.spawn(TextSpan::new("5/6 - change direction light depth bias ["));
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p.spawn(TextSpan::new("0.00"));
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p.spawn(TextSpan::new("]\n"));
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p.spawn(TextSpan::new(
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"7/8 - change direction light normal bias [",
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));
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p.spawn(TextSpan::new("0.0"));
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p.spawn(TextSpan::new("]\n"));
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p.spawn(TextSpan::new(
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"left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
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));
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p.spawn(TextSpan(format!("{:.1},", light_transform.translation.x)));
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p.spawn(TextSpan(format!(" {:.1},", light_transform.translation.y)));
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p.spawn(TextSpan(format!(" {:.1}", light_transform.translation.z)));
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p.spawn(TextSpan::new("]\n"));
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});
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});
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}
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fn toggle_light(
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input: Res<ButtonInput<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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example_text: Single<Entity, With<Text>>,
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mut writer: TextUiWriter,
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) {
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if input.just_pressed(KeyCode::KeyL) {
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for mut light in &mut point_lights {
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light.intensity = if light.intensity == 0.0 {
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*writer.text(*example_text, 4) = "PointLight".to_string();
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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 &mut directional_lights {
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light.illuminance = if light.illuminance == 0.0 {
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*writer.text(*example_text, 4) = "DirectionalLight".to_string();
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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 adjust_light_position(
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input: Res<ButtonInput<KeyCode>>,
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mut lights: Query<&mut Transform, With<Lights>>,
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example_text: Single<Entity, With<Text>>,
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mut writer: TextUiWriter,
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) {
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let mut offset = Vec3::ZERO;
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if input.just_pressed(KeyCode::ArrowLeft) {
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offset.x -= 1.0;
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}
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if input.just_pressed(KeyCode::ArrowRight) {
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offset.x += 1.0;
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}
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if input.just_pressed(KeyCode::ArrowUp) {
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offset.z -= 1.0;
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}
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if input.just_pressed(KeyCode::ArrowDown) {
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offset.z += 1.0;
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}
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if input.just_pressed(KeyCode::PageDown) {
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offset.y -= 1.0;
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}
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if input.just_pressed(KeyCode::PageUp) {
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offset.y += 1.0;
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}
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if offset != Vec3::ZERO {
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let example_text = *example_text;
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for mut light in &mut lights {
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light.translation += offset;
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light.look_at(Vec3::ZERO, Vec3::Y);
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*writer.text(example_text, 22) = format!("{:.1},", light.translation.x);
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*writer.text(example_text, 23) = format!(" {:.1},", light.translation.y);
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*writer.text(example_text, 24) = format!(" {:.1}", light.translation.z);
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}
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}
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}
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fn cycle_filter_methods(
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input: Res<ButtonInput<KeyCode>>,
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mut filter_methods: Query<&mut ShadowFilteringMethod>,
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example_text: Single<Entity, With<Text>>,
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mut writer: TextUiWriter,
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) {
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if input.just_pressed(KeyCode::KeyF) {
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for mut filter_method in &mut filter_methods {
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let filter_method_string;
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*filter_method = match *filter_method {
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ShadowFilteringMethod::Hardware2x2 => {
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filter_method_string = "Gaussian".to_string();
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ShadowFilteringMethod::Gaussian
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}
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ShadowFilteringMethod::Gaussian => {
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filter_method_string = "Temporal".to_string();
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ShadowFilteringMethod::Temporal
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}
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ShadowFilteringMethod::Temporal => {
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filter_method_string = "Hardware2x2".to_string();
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ShadowFilteringMethod::Hardware2x2
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}
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};
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*writer.text(*example_text, 7) = filter_method_string;
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}
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}
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}
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fn adjust_point_light_biases(
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut PointLight>,
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example_text: Single<Entity, With<Text>>,
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mut writer: TextUiWriter,
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) {
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let depth_bias_step_size = 0.01;
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let normal_bias_step_size = 0.1;
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for mut light in &mut query {
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if input.just_pressed(KeyCode::Digit1) {
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light.shadow_depth_bias -= depth_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit2) {
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light.shadow_depth_bias += depth_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit3) {
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light.shadow_normal_bias -= normal_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit4) {
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light.shadow_normal_bias += normal_bias_step_size;
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}
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if input.just_pressed(KeyCode::KeyR) {
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light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
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light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
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}
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if input.just_pressed(KeyCode::KeyZ) {
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light.shadow_depth_bias = 0.0;
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light.shadow_normal_bias = 0.0;
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}
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*writer.text(*example_text, 10) = format!("{:.2}", light.shadow_depth_bias);
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*writer.text(*example_text, 13) = format!("{:.1}", light.shadow_normal_bias);
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}
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}
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fn adjust_directional_light_biases(
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input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut DirectionalLight>,
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example_text: Single<Entity, With<Text>>,
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mut writer: TextUiWriter,
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) {
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let depth_bias_step_size = 0.01;
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let normal_bias_step_size = 0.1;
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for mut light in &mut query {
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if input.just_pressed(KeyCode::Digit5) {
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light.shadow_depth_bias -= depth_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit6) {
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light.shadow_depth_bias += depth_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit7) {
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light.shadow_normal_bias -= normal_bias_step_size;
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}
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if input.just_pressed(KeyCode::Digit8) {
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light.shadow_normal_bias += normal_bias_step_size;
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}
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if input.just_pressed(KeyCode::KeyR) {
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light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
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light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
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}
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if input.just_pressed(KeyCode::KeyZ) {
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light.shadow_depth_bias = 0.0;
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light.shadow_normal_bias = 0.0;
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}
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*writer.text(*example_text, 16) = format!("{:.2}", light.shadow_depth_bias);
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*writer.text(*example_text, 19) = format!("{:.1}", light.shadow_normal_bias);
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}
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}
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