mirror of
https://github.com/bevyengine/bevy.git
synced 2026-05-06 06:06:42 -04:00
a88af65738
# 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>
161 lines
4.8 KiB
Rust
161 lines
4.8 KiB
Rust
//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
color::palettes::basic::{BLUE, LIME, RED},
|
|
light::{CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
println!(
|
|
"Controls:
|
|
C - toggle shadow casters (i.e. casters become not, and not casters become casters)
|
|
R - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers)
|
|
L - switch between directional and point lights"
|
|
);
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (toggle_light, toggle_shadows))
|
|
.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()
|
|
});
|
|
let sphere_handle = meshes.add(Sphere::new(sphere_radius));
|
|
|
|
// sphere - initially a caster
|
|
commands.spawn((
|
|
Mesh3d(sphere_handle.clone()),
|
|
MeshMaterial3d(materials.add(Color::from(RED))),
|
|
Transform::from_xyz(-1.0, spawn_height, 0.0),
|
|
));
|
|
|
|
// sphere - initially not a caster
|
|
commands.spawn((
|
|
Mesh3d(sphere_handle),
|
|
MeshMaterial3d(materials.add(Color::from(BLUE))),
|
|
Transform::from_xyz(1.0, spawn_height, 0.0),
|
|
NotShadowCaster,
|
|
));
|
|
|
|
// floating plane - initially not a shadow receiver and not a caster
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
|
|
MeshMaterial3d(materials.add(Color::from(LIME))),
|
|
Transform::from_xyz(0.0, 1.0, -10.0),
|
|
NotShadowCaster,
|
|
NotShadowReceiver,
|
|
));
|
|
|
|
// lower ground plane - initially a shadow receiver
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
|
|
MeshMaterial3d(white_handle),
|
|
));
|
|
|
|
println!("Using DirectionalLight");
|
|
|
|
commands.spawn((
|
|
PointLight {
|
|
intensity: 0.0,
|
|
range: spawn_plane_depth,
|
|
color: Color::WHITE,
|
|
shadow_maps_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(5.0, 5.0, 0.0),
|
|
));
|
|
|
|
commands.spawn((
|
|
DirectionalLight {
|
|
illuminance: light_consts::lux::OVERCAST_DAY,
|
|
shadow_maps_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI / 2., -PI / 4.)),
|
|
CascadeShadowConfigBuilder {
|
|
first_cascade_far_bound: 7.0,
|
|
maximum_distance: 25.0,
|
|
..default()
|
|
}
|
|
.build(),
|
|
));
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-5.0, 5.0, 5.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
|
|
));
|
|
}
|
|
|
|
fn toggle_light(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut point_lights: Query<&mut PointLight>,
|
|
mut directional_lights: Query<&mut DirectionalLight>,
|
|
) {
|
|
if input.just_pressed(KeyCode::KeyL) {
|
|
for mut light in &mut point_lights {
|
|
light.intensity = if light.intensity == 0.0 {
|
|
println!("Using PointLight");
|
|
1_000_000.0 // Mini-sun point light
|
|
} else {
|
|
0.0
|
|
};
|
|
}
|
|
for mut light in &mut directional_lights {
|
|
light.illuminance = if light.illuminance == 0.0 {
|
|
println!("Using DirectionalLight");
|
|
light_consts::lux::OVERCAST_DAY
|
|
} else {
|
|
0.0
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
fn toggle_shadows(
|
|
mut commands: Commands,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut queries: ParamSet<(
|
|
Query<Entity, (With<Mesh3d>, With<NotShadowCaster>)>,
|
|
Query<Entity, (With<Mesh3d>, With<NotShadowReceiver>)>,
|
|
Query<Entity, (With<Mesh3d>, Without<NotShadowCaster>)>,
|
|
Query<Entity, (With<Mesh3d>, Without<NotShadowReceiver>)>,
|
|
)>,
|
|
) {
|
|
if input.just_pressed(KeyCode::KeyC) {
|
|
println!("Toggling casters");
|
|
for entity in queries.p0().iter() {
|
|
commands.entity(entity).remove::<NotShadowCaster>();
|
|
}
|
|
for entity in queries.p2().iter() {
|
|
commands.entity(entity).insert(NotShadowCaster);
|
|
}
|
|
}
|
|
if input.just_pressed(KeyCode::KeyR) {
|
|
println!("Toggling receivers");
|
|
for entity in queries.p1().iter() {
|
|
commands.entity(entity).remove::<NotShadowReceiver>();
|
|
}
|
|
for entity in queries.p3().iter() {
|
|
commands.entity(entity).insert(NotShadowReceiver);
|
|
}
|
|
}
|
|
}
|