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shadow_biases: Support moving the light position and resetting biases (
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…bevyengine#10185)

# Objective

- Make it possible to move the light position around in the
`shadow_biases` example
- Also support resetting the depth/normal biases to the engine defaults,
or zero.

## Solution

- The light position is displayed in the text overlay.
- The light position can be adjusted with
left/right/up/down/pgup/pgdown.
- The depth/normal biases can be reset to defaults by pressing R, or to
zero by pressing Z.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
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2 people authored and Ray Redondo committed Jan 9, 2024
1 parent 35a73b5 commit 6fc66be
Showing 1 changed file with 169 additions and 86 deletions.
255 changes: 169 additions & 86 deletions examples/3d/shadow_biases.rs
Expand Up @@ -12,6 +12,7 @@ fn main() {
Update,
(
cycle_filter_methods,
adjust_light_position,
adjust_point_light_biases,
toggle_light,
adjust_directional_light_biases,
Expand All @@ -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,
Expand All @@ -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((
Expand All @@ -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()
});
}
Expand All @@ -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(
Expand All @@ -154,15 +195,15 @@ 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
};
}
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
Expand All @@ -171,6 +212,42 @@ fn toggle_light(
}
}

fn adjust_light_position(
input: Res<Input<KeyCode>>,
mut lights: Query<&mut Transform, With<Lights>>,
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<Input<KeyCode>>,
mut filter_methods: Query<&mut ShadowFilteringMethod>,
Expand All @@ -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;
}
}
}
Expand All @@ -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);
}
}

Expand All @@ -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);
}
}

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