mirror of
https://github.com/bevyengine/bevy
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599e5e4e76
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
338 lines
12 KiB
Rust
338 lines
12 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((
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SpatialBundle {
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transform: light_transform,
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..default()
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},
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Lights,
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))
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.with_children(|builder| {
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builder.spawn(PointLightBundle {
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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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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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..default()
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});
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builder.spawn(DirectionalLightBundle {
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directional_light: 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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..default()
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});
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});
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(-1.0, 1.0, 1.0)
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.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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..default()
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},
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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(PbrBundle {
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mesh: sphere_handle.clone(),
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material: white_handle.clone(),
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transform: 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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..default()
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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(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(plane_size, plane_size)),
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material: white_handle,
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..default()
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});
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let style = TextStyle {
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font_size: 20.,
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..default()
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};
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commands
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.spawn(NodeBundle {
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style: Style {
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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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z_index: ZIndex::Global(i32::MAX),
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background_color: Color::BLACK.with_alpha(0.75).into(),
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..default()
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})
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.with_children(|c| {
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c.spawn(TextBundle::from_sections([
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TextSection::new("Controls:\n", style.clone()),
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TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
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TextSection::new(
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"L - switch between directional and point lights [",
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style.clone(),
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),
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TextSection::new("DirectionalLight", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new(
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"F - switch directional light filter methods [",
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style.clone(),
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),
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TextSection::new("Hardware2x2", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new("1/2 - change point light depth bias [", style.clone()),
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TextSection::new("0.00", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new("3/4 - change point light normal bias [", style.clone()),
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TextSection::new("0.0", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new("5/6 - change direction light depth bias [", style.clone()),
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TextSection::new("0.00", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new(
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"7/8 - change direction light normal bias [",
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style.clone(),
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),
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TextSection::new("0.0", style.clone()),
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TextSection::new("]\n", style.clone()),
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TextSection::new(
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"left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
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style.clone(),
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),
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TextSection::new(
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format!("{:.1},", light_transform.translation.x),
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style.clone(),
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),
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TextSection::new(
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format!(" {:.1},", light_transform.translation.y),
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style.clone(),
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),
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TextSection::new(
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format!(" {:.1}", light_transform.translation.z),
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style.clone(),
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),
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TextSection::new("]\n", style.clone()),
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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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mut example_text: Query<&mut Text>,
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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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example_text.single_mut().sections[3].value = "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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example_text.single_mut().sections[3].value = "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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mut example_text: Query<&mut Text>,
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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 mut example_text = example_text.single_mut();
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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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example_text.sections[21].value = format!("{:.1},", light.translation.x);
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example_text.sections[22].value = format!(" {:.1},", light.translation.y);
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example_text.sections[23].value = 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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mut example_text: Query<&mut Text>,
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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 = "Castano13".to_string();
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ShadowFilteringMethod::Castano13
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}
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ShadowFilteringMethod::Castano13 => {
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filter_method_string = "Jimenez14".to_string();
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ShadowFilteringMethod::Jimenez14
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}
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ShadowFilteringMethod::Jimenez14 => {
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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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example_text.single_mut().sections[6].value = 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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mut example_text: Query<&mut Text>,
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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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example_text.single_mut().sections[9].value = format!("{:.2}", light.shadow_depth_bias);
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example_text.single_mut().sections[12].value = 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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mut example_text: Query<&mut Text>,
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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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example_text.single_mut().sections[15].value = format!("{:.2}", light.shadow_depth_bias);
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example_text.single_mut().sections[18].value = format!("{:.1}", light.shadow_normal_bias);
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}
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}
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