diff --git a/examples/3d/shadow_biases.rs b/examples/3d/shadow_biases.rs
index cffd6bb91f603..4288294e9c05e 100644
--- a/examples/3d/shadow_biases.rs
+++ b/examples/3d/shadow_biases.rs
@@ -12,6 +12,7 @@ fn main() {
Update,
(
cycle_filter_methods,
+ adjust_light_position,
adjust_point_light_biases,
toggle_light,
adjust_directional_light_biases,
@@ -21,6 +22,9 @@ fn main() {
.run();
}
+#[derive(Component)]
+struct Lights;
+
/// set up a 3D scene to test shadow biases and perspective projections
fn setup(
mut commands: Commands,
@@ -44,36 +48,39 @@ fn setup(
.unwrap(),
);
- commands.spawn(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()
- });
-
- commands.spawn(DirectionalLightBundle {
- directional_light: DirectionalLight {
- illuminance: 100000.0,
- shadow_depth_bias: 0.0,
- shadow_normal_bias: 0.0,
- shadows_enabled: true,
- ..default()
- },
- transform: Transform::from_rotation(Quat::from_euler(
- EulerRot::ZYX,
- 0.0,
- PI / 2.,
- -PI / 4.,
- )),
- ..default()
- });
+ 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 {
+ illuminance: 100000.0,
+ shadow_depth_bias: 0.0,
+ shadow_normal_bias: 0.0,
+ shadows_enabled: true,
+ ..default()
+ },
+ ..default()
+ });
+ });
// camera
commands.spawn((
@@ -90,7 +97,15 @@ fn setup(
commands.spawn(PbrBundle {
mesh: sphere_handle.clone(),
material: white_handle.clone(),
- transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32),
+ transform: Transform::from_xyz(
+ 0.0,
+ if z_i32 % 4 == 0 {
+ spawn_height
+ } else {
+ sphere_radius
+ },
+ z_i32 as f32,
+ ),
..default()
});
}
@@ -106,43 +121,69 @@ fn setup(
font_size: 20.,
..default()
};
- commands.spawn(
- TextBundle::from_sections([
- TextSection::new("Controls:\n", style.clone()),
- TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()),
- TextSection::new("E / Q - up / down\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 between 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()),
- ])
- .with_style(Style {
- position_type: PositionType::Absolute,
- top: Val::Px(12.0),
- left: Val::Px(12.0),
+ commands
+ .spawn(NodeBundle {
+ style: Style {
+ position_type: PositionType::Absolute,
+ padding: UiRect::all(Val::Px(5.0)),
+ ..default()
+ },
+ z_index: ZIndex::Global(i32::MAX),
+ background_color: Color::BLACK.with_a(0.75).into(),
..default()
- }),
- );
+ })
+ .with_children(|c| {
+ c.spawn(TextBundle::from_sections([
+ TextSection::new("Controls:\n", style.clone()),
+ TextSection::new("WSAD - forward/back/strafe left/right\n", style.clone()),
+ TextSection::new("E / Q - up / down\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(
@@ -154,7 +195,7 @@ fn toggle_light(
if input.just_pressed(KeyCode::L) {
for mut light in &mut point_lights {
light.intensity = if light.intensity == 0.0 {
- example_text.single_mut().sections[4].value = "PointLight".to_string();
+ example_text.single_mut().sections[5].value = "PointLight".to_string();
100000000.0
} else {
0.0
@@ -162,7 +203,7 @@ fn toggle_light(
}
for mut light in &mut directional_lights {
light.illuminance = if light.illuminance == 0.0 {
- example_text.single_mut().sections[4].value = "DirectionalLight".to_string();
+ example_text.single_mut().sections[5].value = "DirectionalLight".to_string();
100000.0
} else {
0.0
@@ -171,6 +212,42 @@ fn toggle_light(
}
}
+fn adjust_light_position(
+ input: Res>,
+ mut lights: Query<&mut Transform, With>,
+ mut example_text: Query<&mut Text>,
+) {
+ let mut offset = Vec3::ZERO;
+ if input.just_pressed(KeyCode::Left) {
+ offset.x -= 1.0;
+ }
+ if input.just_pressed(KeyCode::Right) {
+ offset.x += 1.0;
+ }
+ if input.just_pressed(KeyCode::Up) {
+ offset.z -= 1.0;
+ }
+ if input.just_pressed(KeyCode::Down) {
+ 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[23].value = format!("{:.1},", light.translation.x);
+ example_text.sections[24].value = format!(" {:.1},", light.translation.y);
+ example_text.sections[25].value = format!(" {:.1}", light.translation.z);
+ }
+ }
+}
+
fn cycle_filter_methods(
input: Res>,
mut filter_methods: Query<&mut ShadowFilteringMethod>,
@@ -193,7 +270,7 @@ fn cycle_filter_methods(
ShadowFilteringMethod::Hardware2x2
}
};
- example_text.single_mut().sections[7].value = filter_method_string;
+ example_text.single_mut().sections[8].value = filter_method_string;
}
}
}
@@ -208,24 +285,27 @@ fn adjust_point_light_biases(
for mut light in &mut query {
if input.just_pressed(KeyCode::Key1) {
light.shadow_depth_bias -= depth_bias_step_size;
- example_text.single_mut().sections[10].value =
- format!("{:.2}", light.shadow_depth_bias);
}
if input.just_pressed(KeyCode::Key2) {
light.shadow_depth_bias += depth_bias_step_size;
- example_text.single_mut().sections[10].value =
- format!("{:.2}", light.shadow_depth_bias);
}
if input.just_pressed(KeyCode::Key3) {
light.shadow_normal_bias -= normal_bias_step_size;
- example_text.single_mut().sections[13].value =
- format!("{:.1}", light.shadow_normal_bias);
}
if input.just_pressed(KeyCode::Key4) {
light.shadow_normal_bias += normal_bias_step_size;
- example_text.single_mut().sections[13].value =
- format!("{:.1}", light.shadow_normal_bias);
}
+ if input.just_pressed(KeyCode::R) {
+ light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
+ light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
+ }
+ if input.just_pressed(KeyCode::Z) {
+ light.shadow_depth_bias = 0.0;
+ light.shadow_normal_bias = 0.0;
+ }
+
+ example_text.single_mut().sections[11].value = format!("{:.2}", light.shadow_depth_bias);
+ example_text.single_mut().sections[14].value = format!("{:.1}", light.shadow_normal_bias);
}
}
@@ -239,24 +319,27 @@ fn adjust_directional_light_biases(
for mut light in &mut query {
if input.just_pressed(KeyCode::Key5) {
light.shadow_depth_bias -= depth_bias_step_size;
- example_text.single_mut().sections[16].value =
- format!("{:.2}", light.shadow_depth_bias);
}
if input.just_pressed(KeyCode::Key6) {
light.shadow_depth_bias += depth_bias_step_size;
- example_text.single_mut().sections[16].value =
- format!("{:.2}", light.shadow_depth_bias);
}
if input.just_pressed(KeyCode::Key7) {
light.shadow_normal_bias -= normal_bias_step_size;
- example_text.single_mut().sections[19].value =
- format!("{:.1}", light.shadow_normal_bias);
}
if input.just_pressed(KeyCode::Key8) {
light.shadow_normal_bias += normal_bias_step_size;
- example_text.single_mut().sections[19].value =
- format!("{:.1}", light.shadow_normal_bias);
}
+ if input.just_pressed(KeyCode::R) {
+ light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
+ light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
+ }
+ if input.just_pressed(KeyCode::Z) {
+ light.shadow_depth_bias = 0.0;
+ light.shadow_normal_bias = 0.0;
+ }
+
+ example_text.single_mut().sections[17].value = format!("{:.2}", light.shadow_depth_bias);
+ example_text.single_mut().sections[20].value = format!("{:.1}", light.shadow_normal_bias);
}
}