mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
ffecb05a0a
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
321 lines
9.9 KiB
Rust
321 lines
9.9 KiB
Rust
use bevy::{input::mouse::MouseMotion, prelude::*};
|
|
|
|
fn main() {
|
|
println!(
|
|
"Controls:
|
|
WSAD - forward/back/strafe left/right
|
|
LShift - 'run'
|
|
E - up
|
|
Q - down
|
|
L - switch between directional and point lights
|
|
1/2 - decrease/increase point light depth bias
|
|
3/4 - decrease/increase point light normal bias
|
|
5/6 - decrease/increase direction light depth bias
|
|
7/8 - decrease/increase direction light normal bias"
|
|
);
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(adjust_point_light_biases)
|
|
.add_system(toggle_light)
|
|
.add_system(adjust_directional_light_biases)
|
|
.add_system(camera_controller)
|
|
.run();
|
|
}
|
|
|
|
/// 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 = 500.0f32;
|
|
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::default()
|
|
});
|
|
let sphere_handle = meshes.add(Mesh::from(shape::Icosphere {
|
|
radius: sphere_radius,
|
|
..Default::default()
|
|
}));
|
|
|
|
println!("Using DirectionalLight");
|
|
|
|
commands.spawn_bundle(PointLightBundle {
|
|
transform: Transform::from_xyz(5.0, 5.0, 0.0),
|
|
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()
|
|
},
|
|
..Default::default()
|
|
});
|
|
|
|
let theta = std::f32::consts::FRAC_PI_4;
|
|
let light_transform = Mat4::from_euler(EulerRot::ZYX, 0.0, std::f32::consts::FRAC_PI_2, -theta);
|
|
commands.spawn_bundle(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
illuminance: 100000.0,
|
|
shadow_projection: OrthographicProjection {
|
|
left: -0.35,
|
|
right: 500.35,
|
|
bottom: -0.1,
|
|
top: 5.0,
|
|
near: -5.0,
|
|
far: 5.0,
|
|
..Default::default()
|
|
},
|
|
shadow_depth_bias: 0.0,
|
|
shadow_normal_bias: 0.0,
|
|
shadows_enabled: true,
|
|
..Default::default()
|
|
},
|
|
transform: Transform::from_matrix(light_transform),
|
|
..Default::default()
|
|
});
|
|
|
|
// camera
|
|
commands
|
|
.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_xyz(-1.0, 1.0, 1.0)
|
|
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
|
|
..Default::default()
|
|
})
|
|
.insert(CameraController::default());
|
|
|
|
for z_i32 in -spawn_plane_depth as i32..=0 {
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: sphere_handle.clone(),
|
|
material: white_handle.clone(),
|
|
transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32),
|
|
..Default::default()
|
|
});
|
|
}
|
|
|
|
// ground plane
|
|
commands.spawn_bundle(PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Plane {
|
|
size: 2.0 * spawn_plane_depth,
|
|
})),
|
|
material: white_handle,
|
|
..Default::default()
|
|
});
|
|
}
|
|
|
|
fn toggle_light(
|
|
input: Res<Input<KeyCode>>,
|
|
mut point_lights: Query<&mut PointLight>,
|
|
mut directional_lights: Query<&mut DirectionalLight>,
|
|
) {
|
|
if input.just_pressed(KeyCode::L) {
|
|
for mut light in point_lights.iter_mut() {
|
|
light.intensity = if light.intensity == 0.0 {
|
|
println!("Using PointLight");
|
|
100000000.0
|
|
} else {
|
|
0.0
|
|
};
|
|
}
|
|
for mut light in directional_lights.iter_mut() {
|
|
light.illuminance = if light.illuminance == 0.0 {
|
|
println!("Using DirectionalLight");
|
|
100000.0
|
|
} else {
|
|
0.0
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
fn adjust_point_light_biases(input: Res<Input<KeyCode>>, mut query: Query<&mut PointLight>) {
|
|
let depth_bias_step_size = 0.01;
|
|
let normal_bias_step_size = 0.1;
|
|
for mut light in query.iter_mut() {
|
|
if input.just_pressed(KeyCode::Key1) {
|
|
light.shadow_depth_bias -= depth_bias_step_size;
|
|
println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
|
|
}
|
|
if input.just_pressed(KeyCode::Key2) {
|
|
light.shadow_depth_bias += depth_bias_step_size;
|
|
println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
|
|
}
|
|
if input.just_pressed(KeyCode::Key3) {
|
|
light.shadow_normal_bias -= normal_bias_step_size;
|
|
println!(
|
|
"PointLight shadow_normal_bias: {}",
|
|
light.shadow_normal_bias
|
|
);
|
|
}
|
|
if input.just_pressed(KeyCode::Key4) {
|
|
light.shadow_normal_bias += normal_bias_step_size;
|
|
println!(
|
|
"PointLight shadow_normal_bias: {}",
|
|
light.shadow_normal_bias
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn adjust_directional_light_biases(
|
|
input: Res<Input<KeyCode>>,
|
|
mut query: Query<&mut DirectionalLight>,
|
|
) {
|
|
let depth_bias_step_size = 0.01;
|
|
let normal_bias_step_size = 0.1;
|
|
for mut light in query.iter_mut() {
|
|
if input.just_pressed(KeyCode::Key5) {
|
|
light.shadow_depth_bias -= depth_bias_step_size;
|
|
println!(
|
|
"DirectionalLight shadow_depth_bias: {}",
|
|
light.shadow_depth_bias
|
|
);
|
|
}
|
|
if input.just_pressed(KeyCode::Key6) {
|
|
light.shadow_depth_bias += depth_bias_step_size;
|
|
println!(
|
|
"DirectionalLight shadow_depth_bias: {}",
|
|
light.shadow_depth_bias
|
|
);
|
|
}
|
|
if input.just_pressed(KeyCode::Key7) {
|
|
light.shadow_normal_bias -= normal_bias_step_size;
|
|
println!(
|
|
"DirectionalLight shadow_normal_bias: {}",
|
|
light.shadow_normal_bias
|
|
);
|
|
}
|
|
if input.just_pressed(KeyCode::Key8) {
|
|
light.shadow_normal_bias += normal_bias_step_size;
|
|
println!(
|
|
"DirectionalLight shadow_normal_bias: {}",
|
|
light.shadow_normal_bias
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct CameraController {
|
|
pub enabled: bool,
|
|
pub sensitivity: f32,
|
|
pub key_forward: KeyCode,
|
|
pub key_back: KeyCode,
|
|
pub key_left: KeyCode,
|
|
pub key_right: KeyCode,
|
|
pub key_up: KeyCode,
|
|
pub key_down: KeyCode,
|
|
pub key_run: KeyCode,
|
|
pub walk_speed: f32,
|
|
pub run_speed: f32,
|
|
pub friction: f32,
|
|
pub pitch: f32,
|
|
pub yaw: f32,
|
|
pub velocity: Vec3,
|
|
}
|
|
|
|
impl Default for CameraController {
|
|
fn default() -> Self {
|
|
Self {
|
|
enabled: true,
|
|
sensitivity: 0.5,
|
|
key_forward: KeyCode::W,
|
|
key_back: KeyCode::S,
|
|
key_left: KeyCode::A,
|
|
key_right: KeyCode::D,
|
|
key_up: KeyCode::E,
|
|
key_down: KeyCode::Q,
|
|
key_run: KeyCode::LShift,
|
|
walk_speed: 10.0,
|
|
run_speed: 30.0,
|
|
friction: 0.5,
|
|
pitch: 0.0,
|
|
yaw: 0.0,
|
|
velocity: Vec3::ZERO,
|
|
}
|
|
}
|
|
}
|
|
|
|
fn camera_controller(
|
|
time: Res<Time>,
|
|
mut mouse_events: EventReader<MouseMotion>,
|
|
key_input: Res<Input<KeyCode>>,
|
|
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
|
|
) {
|
|
let dt = time.delta_seconds();
|
|
|
|
// Handle mouse input
|
|
let mut mouse_delta = Vec2::ZERO;
|
|
for mouse_event in mouse_events.iter() {
|
|
mouse_delta += mouse_event.delta;
|
|
}
|
|
|
|
for (mut transform, mut options) in query.iter_mut() {
|
|
if !options.enabled {
|
|
continue;
|
|
}
|
|
|
|
// Handle key input
|
|
let mut axis_input = Vec3::ZERO;
|
|
if key_input.pressed(options.key_forward) {
|
|
axis_input.z += 1.0;
|
|
}
|
|
if key_input.pressed(options.key_back) {
|
|
axis_input.z -= 1.0;
|
|
}
|
|
if key_input.pressed(options.key_right) {
|
|
axis_input.x += 1.0;
|
|
}
|
|
if key_input.pressed(options.key_left) {
|
|
axis_input.x -= 1.0;
|
|
}
|
|
if key_input.pressed(options.key_up) {
|
|
axis_input.y += 1.0;
|
|
}
|
|
if key_input.pressed(options.key_down) {
|
|
axis_input.y -= 1.0;
|
|
}
|
|
|
|
// Apply movement update
|
|
if axis_input != Vec3::ZERO {
|
|
let max_speed = if key_input.pressed(options.key_run) {
|
|
options.run_speed
|
|
} else {
|
|
options.walk_speed
|
|
};
|
|
options.velocity = axis_input.normalize() * max_speed;
|
|
} else {
|
|
let friction = options.friction.clamp(0.0, 1.0);
|
|
options.velocity *= 1.0 - friction;
|
|
if options.velocity.length_squared() < 1e-6 {
|
|
options.velocity = Vec3::ZERO;
|
|
}
|
|
}
|
|
let forward = transform.forward();
|
|
let right = transform.right();
|
|
transform.translation += options.velocity.x * dt * right
|
|
+ options.velocity.y * dt * Vec3::Y
|
|
+ options.velocity.z * dt * forward;
|
|
|
|
if mouse_delta != Vec2::ZERO {
|
|
// Apply look update
|
|
let (pitch, yaw) = (
|
|
(options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt).clamp(
|
|
-0.99 * std::f32::consts::FRAC_PI_2,
|
|
0.99 * std::f32::consts::FRAC_PI_2,
|
|
),
|
|
options.yaw - mouse_delta.x * options.sensitivity * dt,
|
|
);
|
|
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, yaw, pitch);
|
|
options.pitch = pitch;
|
|
options.yaw = yaw;
|
|
}
|
|
}
|
|
}
|