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use bevy::{ |
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camera_controller::free_camera::{FreeCamera, FreeCameraPlugin}, |
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light::ShadowFilteringMethod, |
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prelude::*, |
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}; |
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|
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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(FreeCameraPlugin) |
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.add_systems(Startup, setup) |
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.add_systems( |
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Update, |
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( |
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cycle_filter_methods, |
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adjust_light_position, |
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adjust_point_light_biases, |
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toggle_light, |
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adjust_directional_light_biases, |
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), |
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) |
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.run(); |
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} |
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|
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#[derive(Component)] |
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struct Lights; |
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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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let spawn_plane_depth = 300.0f32; |
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let spawn_height = 2.0; |
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let sphere_radius = 0.25; |
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|
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let white_handle = materials.add(StandardMaterial { |
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base_color: Color::WHITE, |
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perceptual_roughness: 1.0, |
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..default() |
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}); |
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let sphere_handle = meshes.add(Sphere::new(sphere_radius)); |
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|
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let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y); |
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commands.spawn(( |
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light_transform, |
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Visibility::default(), |
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Lights, |
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children![ |
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(PointLight { |
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intensity: 0.0, |
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range: spawn_plane_depth, |
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color: Color::WHITE, |
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shadow_maps_enabled: true, |
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..default() |
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}), |
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(DirectionalLight { |
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shadow_maps_enabled: true, |
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..default() |
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}) |
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], |
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)); |
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|
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|
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(-1.0, 1.0, 1.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y), |
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FreeCamera::default(), |
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ShadowFilteringMethod::Hardware2x2, |
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)); |
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|
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for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) { |
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commands.spawn(( |
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Mesh3d(sphere_handle.clone()), |
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MeshMaterial3d(white_handle.clone()), |
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Transform::from_xyz( |
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0.0, |
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if z_i32 % 4 == 0 { |
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spawn_height |
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} else { |
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sphere_radius |
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}, |
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z_i32 as f32, |
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), |
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)); |
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} |
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|
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|
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let plane_size = 2.0 * spawn_plane_depth; |
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::default().mesh().size(plane_size, plane_size))), |
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MeshMaterial3d(white_handle), |
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)); |
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|
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commands.spawn(( |
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Node { |
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position_type: PositionType::Absolute, |
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padding: UiRect::all(px(5)), |
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..default() |
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}, |
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BackgroundColor(Color::BLACK.with_alpha(0.75)), |
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GlobalZIndex(i32::MAX), |
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children![( |
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Text::default(), |
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children![ |
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(TextSpan::new("Controls:\n")), |
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(TextSpan::new("R / Z - reset biases to default / zero\n")), |
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(TextSpan::new("L - switch between directional and point lights [",)), |
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(TextSpan::new("DirectionalLight")), |
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(TextSpan::new("]\n")), |
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(TextSpan::new("F - switch directional light filter methods [",)), |
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(TextSpan::new("Hardware2x2")), |
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(TextSpan::new("]\n")), |
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(TextSpan::new("1/2 - change point light depth bias [")), |
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(TextSpan::new("0.00")), |
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(TextSpan::new("]\n")), |
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(TextSpan::new("3/4 - change point light normal bias [")), |
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(TextSpan::new("0.0")), |
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(TextSpan::new("]\n")), |
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(TextSpan::new("5/6 - change direction light depth bias [")), |
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(TextSpan::new("0.00")), |
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(TextSpan::new("]\n")), |
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(TextSpan::new("7/8 - change direction light normal bias [",)), |
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(TextSpan::new("0.0")), |
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(TextSpan::new("]\n")), |
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(TextSpan::new( |
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"left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [", |
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)), |
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(TextSpan(format!("{:.1},", light_transform.translation.x))), |
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(TextSpan(format!(" {:.1},", light_transform.translation.y))), |
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(TextSpan(format!(" {:.1}", light_transform.translation.z))), |
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(TextSpan::new("]\n")), |
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] |
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)], |
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)); |
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} |
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|
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fn toggle_light( |
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input: Res<ButtonInput<KeyCode>>, |
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mut point_lights: Query<&mut PointLight>, |
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mut directional_lights: Query<&mut DirectionalLight>, |
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example_text: Single<Entity, With<Text>>, |
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mut writer: TextUiWriter, |
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) { |
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if input.just_pressed(KeyCode::KeyL) { |
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for mut light in &mut point_lights { |
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light.intensity = if light.intensity == 0.0 { |
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*writer.text(*example_text, 4) = "PointLight".to_string(); |
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light_consts::lumens::VERY_LARGE_CINEMA_LIGHT |
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} else { |
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0.0 |
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}; |
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} |
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for mut light in &mut directional_lights { |
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light.illuminance = if light.illuminance == 0.0 { |
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*writer.text(*example_text, 4) = "DirectionalLight".to_string(); |
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light_consts::lux::AMBIENT_DAYLIGHT |
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} else { |
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0.0 |
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}; |
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} |
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} |
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} |
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|
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fn adjust_light_position( |
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input: Res<ButtonInput<KeyCode>>, |
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mut lights: Query<&mut Transform, With<Lights>>, |
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example_text: Single<Entity, With<Text>>, |
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mut writer: TextUiWriter, |
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) { |
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let mut offset = Vec3::ZERO; |
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if input.just_pressed(KeyCode::ArrowLeft) { |
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offset.x -= 1.0; |
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} |
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if input.just_pressed(KeyCode::ArrowRight) { |
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offset.x += 1.0; |
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} |
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if input.just_pressed(KeyCode::ArrowUp) { |
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offset.z -= 1.0; |
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} |
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if input.just_pressed(KeyCode::ArrowDown) { |
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offset.z += 1.0; |
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} |
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if input.just_pressed(KeyCode::PageDown) { |
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offset.y -= 1.0; |
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} |
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if input.just_pressed(KeyCode::PageUp) { |
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offset.y += 1.0; |
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} |
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if offset != Vec3::ZERO { |
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let example_text = *example_text; |
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for mut light in &mut lights { |
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light.translation += offset; |
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light.look_at(Vec3::ZERO, Vec3::Y); |
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*writer.text(example_text, 22) = format!("{:.1},", light.translation.x); |
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*writer.text(example_text, 23) = format!(" {:.1},", light.translation.y); |
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*writer.text(example_text, 24) = format!(" {:.1}", light.translation.z); |
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} |
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} |
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} |
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|
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fn cycle_filter_methods( |
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input: Res<ButtonInput<KeyCode>>, |
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mut filter_methods: Query<&mut ShadowFilteringMethod>, |
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example_text: Single<Entity, With<Text>>, |
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mut writer: TextUiWriter, |
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) { |
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if input.just_pressed(KeyCode::KeyF) { |
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for mut filter_method in &mut filter_methods { |
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let filter_method_string; |
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*filter_method = match *filter_method { |
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ShadowFilteringMethod::Hardware2x2 => { |
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filter_method_string = "Gaussian".to_string(); |
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ShadowFilteringMethod::Gaussian |
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} |
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ShadowFilteringMethod::Gaussian => { |
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filter_method_string = "Temporal".to_string(); |
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ShadowFilteringMethod::Temporal |
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} |
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ShadowFilteringMethod::Temporal => { |
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filter_method_string = "Hardware2x2".to_string(); |
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ShadowFilteringMethod::Hardware2x2 |
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} |
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}; |
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*writer.text(*example_text, 7) = filter_method_string; |
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} |
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} |
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} |
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|
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fn adjust_point_light_biases( |
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input: Res<ButtonInput<KeyCode>>, |
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mut query: Query<&mut PointLight>, |
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example_text: Single<Entity, With<Text>>, |
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mut writer: TextUiWriter, |
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) { |
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let depth_bias_step_size = 0.01; |
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let normal_bias_step_size = 0.1; |
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for mut light in &mut query { |
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if input.just_pressed(KeyCode::Digit1) { |
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light.shadow_depth_bias -= depth_bias_step_size; |
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} |
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if input.just_pressed(KeyCode::Digit2) { |
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light.shadow_depth_bias += depth_bias_step_size; |
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} |
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if input.just_pressed(KeyCode::Digit3) { |
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light.shadow_normal_bias -= normal_bias_step_size; |
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} |
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if input.just_pressed(KeyCode::Digit4) { |
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light.shadow_normal_bias += normal_bias_step_size; |
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} |
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if input.just_pressed(KeyCode::KeyR) { |
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light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS; |
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light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS; |
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} |
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if input.just_pressed(KeyCode::KeyZ) { |
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light.shadow_depth_bias = 0.0; |
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light.shadow_normal_bias = 0.0; |
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} |
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|
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*writer.text(*example_text, 10) = format!("{:.2}", light.shadow_depth_bias); |
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*writer.text(*example_text, 13) = format!("{:.1}", light.shadow_normal_bias); |
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} |
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} |
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|
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fn adjust_directional_light_biases( |
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input: Res<ButtonInput<KeyCode>>, |
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mut query: Query<&mut DirectionalLight>, |
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example_text: Single<Entity, With<Text>>, |
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mut writer: TextUiWriter, |
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) { |
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let depth_bias_step_size = 0.01; |
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let normal_bias_step_size = 0.1; |
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for mut light in &mut query { |
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if input.just_pressed(KeyCode::Digit5) { |
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light.shadow_depth_bias -= depth_bias_step_size; |
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} |
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if input.just_pressed(KeyCode::Digit6) { |
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light.shadow_depth_bias += depth_bias_step_size; |
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} |
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if input.just_pressed(KeyCode::Digit7) { |
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light.shadow_normal_bias -= normal_bias_step_size; |
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} |
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if input.just_pressed(KeyCode::Digit8) { |
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light.shadow_normal_bias += normal_bias_step_size; |
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} |
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if input.just_pressed(KeyCode::KeyR) { |
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light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS; |
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light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS; |
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} |
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if input.just_pressed(KeyCode::KeyZ) { |
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light.shadow_depth_bias = 0.0; |
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light.shadow_normal_bias = 0.0; |
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} |
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|
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*writer.text(*example_text, 16) = format!("{:.2}", light.shadow_depth_bias); |
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*writer.text(*example_text, 19) = format!("{:.1}", light.shadow_normal_bias); |
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} |
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} |