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# Objective - Implement contact shadows to add fine shadow detail where shadow cascades cannot. ## Solution - Extend our existing pbr implementation using our existing raymarching functions. --- ## Showcase <img width="1824" height="1180" alt="image" src="https://github.com/user-attachments/assets/e93b79c5-c596-4a9e-b94d-20bdde1d863b" /> <img width="1824" height="1180" alt="image" src="https://github.com/user-attachments/assets/0fd7dffa-60b8-4b92-8fad-7f993d4d89dd" /> https://github.com/user-attachments/assets/e74b190d-9ae3-4aaf-97f0-b520930a0667 https://github.com/user-attachments/assets/e80ccb26-bbaa-4d25-a823-8ea12354c5b9 https://github.com/user-attachments/assets/b04f4b00-92bd-4a2f-b7dd-5157d8fbe0ab <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/b7629908-dd32-48db-8ee7-a4d2dd8f66c2" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/3de0258e-9191-4180-ac57-41b32e1205bd" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/951477f9-e9a9-426f-ae8d-18ae50cc7b85" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/2291453c-da57-4fcc-a6b0-f60f6eac6cbb" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/5820cdff-ea54-4294-b520-2a8d8dc24996" /> <img width="1073" height="685" alt="image" src="https://github.com/user-attachments/assets/3ea16481-7689-4e99-87e2-1589f1532e4c" /> --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com>
85 lines
2.5 KiB
Rust
85 lines
2.5 KiB
Rust
//! Demonstrates how to define and use custom camera projections.
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use bevy::camera::CameraProjection;
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use bevy::prelude::*;
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fn main() {
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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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.run();
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}
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/// Like a perspective projection, but the vanishing point is not centered.
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#[derive(Debug, Clone)]
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struct ObliquePerspectiveProjection {
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horizontal_obliqueness: f32,
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vertical_obliqueness: f32,
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perspective: PerspectiveProjection,
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}
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/// Implement the [`CameraProjection`] trait for our custom projection:
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impl CameraProjection for ObliquePerspectiveProjection {
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fn get_clip_from_view(&self) -> Mat4 {
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let mut mat = self.perspective.get_clip_from_view();
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mat.col_mut(2)[0] = self.horizontal_obliqueness;
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mat.col_mut(2)[1] = self.vertical_obliqueness;
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mat
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}
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fn get_clip_from_view_for_sub(&self, sub_view: &bevy::camera::SubCameraView) -> Mat4 {
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let mut mat = self.perspective.get_clip_from_view_for_sub(sub_view);
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mat.col_mut(2)[0] = self.horizontal_obliqueness;
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mat.col_mut(2)[1] = self.vertical_obliqueness;
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mat
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}
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fn update(&mut self, width: f32, height: f32) {
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self.perspective.update(width, height);
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}
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fn far(&self) -> f32 {
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self.perspective.far
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}
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fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
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self.perspective.get_frustum_corners(z_near, z_far)
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}
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}
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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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commands.spawn((
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Camera3d::default(),
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// Use our custom projection:
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Projection::custom(ObliquePerspectiveProjection {
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horizontal_obliqueness: 0.2,
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vertical_obliqueness: 0.6,
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perspective: PerspectiveProjection::default(),
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}),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Scene setup
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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commands.spawn((
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PointLight {
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shadow_maps_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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}
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