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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>
92 lines
2.5 KiB
Rust
92 lines
2.5 KiB
Rust
//! A Bevy app that you can connect to with the BRP and edit.
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//! Run this example with the `remote` feature enabled:
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//! ```bash
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//! cargo run --example server --features="bevy_remote"
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//! ```
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use bevy::math::ops::cos;
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use bevy::{
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input::common_conditions::input_just_pressed,
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prelude::*,
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remote::{http::RemoteHttpPlugin, RemotePlugin},
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};
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use serde::{Deserialize, Serialize};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(RemotePlugin::default())
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.add_plugins(RemoteHttpPlugin::default())
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.add_systems(Startup, setup)
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.add_systems(Update, remove.run_if(input_just_pressed(KeyCode::Space)))
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.add_systems(Update, move_cube)
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.run();
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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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// circular base
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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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// cube
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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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Cube(1.0),
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));
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// test resource
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commands.insert_resource(TestResource {
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foo: Vec2::new(1.0, -1.0),
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bar: false,
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});
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// light
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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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// camera
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commands.spawn((
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Camera3d::default(),
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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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}
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/// An arbitrary resource that can be inspected and manipulated with remote methods.
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#[derive(Resource, Reflect, Serialize, Deserialize)]
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#[reflect(Resource, Serialize, Deserialize)]
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pub struct TestResource {
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/// An arbitrary field of the test resource.
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pub foo: Vec2,
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/// Another arbitrary field.
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pub bar: bool,
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}
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fn move_cube(mut query: Query<&mut Transform, With<Cube>>, time: Res<Time>) {
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for mut transform in &mut query {
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transform.translation.y = -cos(time.elapsed_secs()) + 1.5;
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}
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}
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fn remove(mut commands: Commands, cube_entity: Single<Entity, With<Cube>>) {
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commands.entity(*cube_entity).remove::<Cube>();
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}
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#[derive(Component, Reflect, Serialize, Deserialize)]
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#[reflect(Component, Serialize, Deserialize)]
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struct Cube(f32);
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