Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/3d/shadow_caster_receiver.rs
6592 views
1
//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
2
3
use std::f32::consts::PI;
4
5
use bevy::{
6
color::palettes::basic::{BLUE, LIME, RED},
7
light::{CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver},
8
prelude::*,
9
};
10
11
fn main() {
12
println!(
13
"Controls:
14
C - toggle shadow casters (i.e. casters become not, and not casters become casters)
15
R - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers)
16
L - switch between directional and point lights"
17
);
18
App::new()
19
.add_plugins(DefaultPlugins)
20
.add_systems(Startup, setup)
21
.add_systems(Update, (toggle_light, toggle_shadows))
22
.run();
23
}
24
25
/// set up a 3D scene to test shadow biases and perspective projections
26
fn setup(
27
mut commands: Commands,
28
mut meshes: ResMut<Assets<Mesh>>,
29
mut materials: ResMut<Assets<StandardMaterial>>,
30
) {
31
let spawn_plane_depth = 500.0f32;
32
let spawn_height = 2.0;
33
let sphere_radius = 0.25;
34
35
let white_handle = materials.add(StandardMaterial {
36
base_color: Color::WHITE,
37
perceptual_roughness: 1.0,
38
..default()
39
});
40
let sphere_handle = meshes.add(Sphere::new(sphere_radius));
41
42
// sphere - initially a caster
43
commands.spawn((
44
Mesh3d(sphere_handle.clone()),
45
MeshMaterial3d(materials.add(Color::from(RED))),
46
Transform::from_xyz(-1.0, spawn_height, 0.0),
47
));
48
49
// sphere - initially not a caster
50
commands.spawn((
51
Mesh3d(sphere_handle),
52
MeshMaterial3d(materials.add(Color::from(BLUE))),
53
Transform::from_xyz(1.0, spawn_height, 0.0),
54
NotShadowCaster,
55
));
56
57
// floating plane - initially not a shadow receiver and not a caster
58
commands.spawn((
59
Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
60
MeshMaterial3d(materials.add(Color::from(LIME))),
61
Transform::from_xyz(0.0, 1.0, -10.0),
62
NotShadowCaster,
63
NotShadowReceiver,
64
));
65
66
// lower ground plane - initially a shadow receiver
67
commands.spawn((
68
Mesh3d(meshes.add(Plane3d::default().mesh().size(20.0, 20.0))),
69
MeshMaterial3d(white_handle),
70
));
71
72
println!("Using DirectionalLight");
73
74
commands.spawn((
75
PointLight {
76
intensity: 0.0,
77
range: spawn_plane_depth,
78
color: Color::WHITE,
79
shadows_enabled: true,
80
..default()
81
},
82
Transform::from_xyz(5.0, 5.0, 0.0),
83
));
84
85
commands.spawn((
86
DirectionalLight {
87
illuminance: light_consts::lux::OVERCAST_DAY,
88
shadows_enabled: true,
89
..default()
90
},
91
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI / 2., -PI / 4.)),
92
CascadeShadowConfigBuilder {
93
first_cascade_far_bound: 7.0,
94
maximum_distance: 25.0,
95
..default()
96
}
97
.build(),
98
));
99
100
// camera
101
commands.spawn((
102
Camera3d::default(),
103
Transform::from_xyz(-5.0, 5.0, 5.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
104
));
105
}
106
107
fn toggle_light(
108
input: Res<ButtonInput<KeyCode>>,
109
mut point_lights: Query<&mut PointLight>,
110
mut directional_lights: Query<&mut DirectionalLight>,
111
) {
112
if input.just_pressed(KeyCode::KeyL) {
113
for mut light in &mut point_lights {
114
light.intensity = if light.intensity == 0.0 {
115
println!("Using PointLight");
116
1_000_000.0 // Mini-sun point light
117
} else {
118
0.0
119
};
120
}
121
for mut light in &mut directional_lights {
122
light.illuminance = if light.illuminance == 0.0 {
123
println!("Using DirectionalLight");
124
light_consts::lux::OVERCAST_DAY
125
} else {
126
0.0
127
};
128
}
129
}
130
}
131
132
fn toggle_shadows(
133
mut commands: Commands,
134
input: Res<ButtonInput<KeyCode>>,
135
mut queries: ParamSet<(
136
Query<Entity, (With<Mesh3d>, With<NotShadowCaster>)>,
137
Query<Entity, (With<Mesh3d>, With<NotShadowReceiver>)>,
138
Query<Entity, (With<Mesh3d>, Without<NotShadowCaster>)>,
139
Query<Entity, (With<Mesh3d>, Without<NotShadowReceiver>)>,
140
)>,
141
) {
142
if input.just_pressed(KeyCode::KeyC) {
143
println!("Toggling casters");
144
for entity in queries.p0().iter() {
145
commands.entity(entity).remove::<NotShadowCaster>();
146
}
147
for entity in queries.p2().iter() {
148
commands.entity(entity).insert(NotShadowCaster);
149
}
150
}
151
if input.just_pressed(KeyCode::KeyR) {
152
println!("Toggling receivers");
153
for entity in queries.p1().iter() {
154
commands.entity(entity).remove::<NotShadowReceiver>();
155
}
156
for entity in queries.p3().iter() {
157
commands.entity(entity).insert(NotShadowReceiver);
158
}
159
}
160
}
161
162