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>
205 lines
6.2 KiB
Rust
205 lines
6.2 KiB
Rust
//! Renders four cameras to the same window to accomplish "split screen".
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
camera::Viewport, light::CascadeShadowConfigBuilder, prelude::*, window::WindowResized,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (set_camera_viewports, button_system))
|
|
.run();
|
|
}
|
|
|
|
/// set up a simple 3D scene
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
));
|
|
|
|
commands.spawn(SceneRoot(
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
|
|
));
|
|
|
|
// Light
|
|
commands.spawn((
|
|
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
|
|
DirectionalLight {
|
|
shadow_maps_enabled: true,
|
|
..default()
|
|
},
|
|
CascadeShadowConfigBuilder {
|
|
num_cascades: if cfg!(all(
|
|
feature = "webgl2",
|
|
target_arch = "wasm32",
|
|
not(feature = "webgpu")
|
|
)) {
|
|
// Limited to 1 cascade in WebGL
|
|
1
|
|
} else {
|
|
2
|
|
},
|
|
first_cascade_far_bound: 200.0,
|
|
maximum_distance: 280.0,
|
|
..default()
|
|
}
|
|
.build(),
|
|
));
|
|
|
|
// Cameras and their dedicated UI
|
|
for (index, (camera_name, camera_pos)) in [
|
|
("Player 1", Vec3::new(0.0, 200.0, -150.0)),
|
|
("Player 2", Vec3::new(150.0, 150., 50.0)),
|
|
("Player 3", Vec3::new(100.0, 150., -150.0)),
|
|
("Player 4", Vec3::new(-100.0, 80., 150.0)),
|
|
]
|
|
.iter()
|
|
.enumerate()
|
|
{
|
|
let camera = commands
|
|
.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
|
|
Camera {
|
|
// Renders cameras with different priorities to prevent ambiguities
|
|
order: index as isize,
|
|
..default()
|
|
},
|
|
CameraPosition {
|
|
pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
|
|
},
|
|
))
|
|
.id();
|
|
|
|
// Set up UI
|
|
commands.spawn((
|
|
UiTargetCamera(camera),
|
|
Node {
|
|
width: percent(100),
|
|
height: percent(100),
|
|
..default()
|
|
},
|
|
children![
|
|
(
|
|
Text::new(*camera_name),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: px(12),
|
|
left: px(12),
|
|
..default()
|
|
},
|
|
),
|
|
buttons_panel(),
|
|
],
|
|
));
|
|
}
|
|
|
|
fn buttons_panel() -> impl Bundle {
|
|
(
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
width: percent(100),
|
|
height: percent(100),
|
|
display: Display::Flex,
|
|
flex_direction: FlexDirection::Row,
|
|
justify_content: JustifyContent::SpaceBetween,
|
|
align_items: AlignItems::Center,
|
|
padding: UiRect::all(px(20)),
|
|
..default()
|
|
},
|
|
children![
|
|
rotate_button("<", Direction::Left),
|
|
rotate_button(">", Direction::Right),
|
|
],
|
|
)
|
|
}
|
|
|
|
fn rotate_button(caption: &str, direction: Direction) -> impl Bundle {
|
|
(
|
|
RotateCamera(direction),
|
|
Button,
|
|
Node {
|
|
width: px(40),
|
|
height: px(40),
|
|
border: UiRect::all(px(2)),
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BorderColor::all(Color::WHITE),
|
|
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
|
|
children![Text::new(caption)],
|
|
)
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct CameraPosition {
|
|
pos: UVec2,
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct RotateCamera(Direction);
|
|
|
|
enum Direction {
|
|
Left,
|
|
Right,
|
|
}
|
|
|
|
fn set_camera_viewports(
|
|
windows: Query<&Window>,
|
|
mut window_resized_reader: MessageReader<WindowResized>,
|
|
mut query: Query<(&CameraPosition, &mut Camera)>,
|
|
) {
|
|
// We need to dynamically resize the camera's viewports whenever the window size changes
|
|
// so then each camera always takes up half the screen.
|
|
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
|
|
for window_resized in window_resized_reader.read() {
|
|
let window = windows.get(window_resized.window).unwrap();
|
|
let size = window.physical_size() / 2;
|
|
|
|
for (camera_position, mut camera) in &mut query {
|
|
camera.viewport = Some(Viewport {
|
|
physical_position: camera_position.pos * size,
|
|
physical_size: size,
|
|
..default()
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
fn button_system(
|
|
interaction_query: Query<
|
|
(&Interaction, &ComputedUiTargetCamera, &RotateCamera),
|
|
(Changed<Interaction>, With<Button>),
|
|
>,
|
|
mut camera_query: Query<&mut Transform, With<Camera>>,
|
|
) {
|
|
for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
|
|
if let Interaction::Pressed = *interaction {
|
|
// Since TargetCamera propagates to the children, we can use it to find
|
|
// which side of the screen the button is on.
|
|
if let Some(mut camera_transform) = computed_target
|
|
.get()
|
|
.and_then(|camera| camera_query.get_mut(camera).ok())
|
|
{
|
|
let angle = match direction {
|
|
Direction::Left => -0.1,
|
|
Direction::Right => 0.1,
|
|
};
|
|
camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
|
|
}
|
|
}
|
|
}
|
|
}
|