mirror of
https://github.com/bevyengine/bevy
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0746b8eb4c
# Objective Fixes #12225 Prior to the `bevy_color` port, `GREEN` used to mean "full green." But it is now a much darker color matching the css1 spec. ## Solution Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the examples to their former colors. This also removes the duplicate definition of `GREEN` from `css`. (it was already re-exported from `basic`) ## Note A lot of these examples could use nicer colors. I'm not trying to do that here. "Dark Grey" will be tackled separately and has its own tracking issue.
176 lines
5.3 KiB
Rust
176 lines
5.3 KiB
Rust
//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::basic::{BLUE, LIME, RED},
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pbr::{light_consts, CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver},
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prelude::*,
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};
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fn main() {
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println!(
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"Controls:
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C - toggle shadow casters (i.e. casters become not, and not casters become casters)
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R - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers)
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L - switch between directional and point lights"
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);
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (toggle_light, toggle_shadows))
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.run();
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}
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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 = 500.0f32;
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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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// sphere - initially a caster
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commands.spawn(PbrBundle {
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mesh: sphere_handle.clone(),
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material: materials.add(Color::from(RED)),
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transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
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..default()
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});
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// sphere - initially not a caster
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commands.spawn((
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PbrBundle {
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mesh: sphere_handle,
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material: materials.add(Color::from(BLUE)),
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transform: Transform::from_xyz(1.0, spawn_height, 0.0),
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..default()
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},
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NotShadowCaster,
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));
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// floating plane - initially not a shadow receiver and not a caster
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)),
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material: materials.add(Color::from(LIME)),
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transform: Transform::from_xyz(0.0, 1.0, -10.0),
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..default()
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},
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NotShadowCaster,
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NotShadowReceiver,
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));
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// lower ground plane - initially a shadow receiver
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)),
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material: white_handle,
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..default()
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});
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println!("Using DirectionalLight");
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(5.0, 5.0, 0.0),
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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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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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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI / 2.,
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-PI / 4.,
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)),
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cascade_shadow_config: CascadeShadowConfigBuilder {
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first_cascade_far_bound: 7.0,
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maximum_distance: 25.0,
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..default()
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}
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.into(),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-5.0, 5.0, 5.0)
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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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}
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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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) {
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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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println!("Using PointLight");
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1_000_000.0 // Mini-sun point light
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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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println!("Using DirectionalLight");
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light_consts::lux::OVERCAST_DAY
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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 toggle_shadows(
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mut commands: Commands,
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input: Res<ButtonInput<KeyCode>>,
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mut queries: ParamSet<(
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Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
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Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
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Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
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Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
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)>,
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) {
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if input.just_pressed(KeyCode::KeyC) {
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println!("Toggling casters");
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for entity in queries.p0().iter() {
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commands.entity(entity).remove::<NotShadowCaster>();
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}
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for entity in queries.p2().iter() {
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commands.entity(entity).insert(NotShadowCaster);
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}
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}
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if input.just_pressed(KeyCode::KeyR) {
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println!("Toggling receivers");
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for entity in queries.p1().iter() {
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commands.entity(entity).remove::<NotShadowReceiver>();
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}
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for entity in queries.p3().iter() {
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commands.entity(entity).insert(NotShadowReceiver);
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}
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}
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}
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