feat(lighting): added components, exporter support & testing for blender-configurable shadows

* added BlenderLightShadows component to bevy_gltf_components
 * added writing shadow information to gltf_auto_export
 * updated tests
This commit is contained in:
kaosat.dev 2024-03-04 15:16:11 +01:00
parent 851dfa5a31
commit 68bb7ed4cc
6 changed files with 73 additions and 11 deletions

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@ -1,15 +1,28 @@
use bevy::pbr::DirectionalLightShadowMap;
use bevy::prelude::*;
use crate::GltfComponentsSet;
pub(crate) fn plugin(app: &mut App) {
app.register_type::<BlenderBackgroundShader>()
.register_type::<BlenderShadowSettings>()
.register_type::<BlenderLightShadows>()
.add_systems(
Update,
(process_lights, process_shadowmap, process_background_shader),
(process_lights, process_shadowmap, process_background_shader)
.after(GltfComponentsSet::Injection),
);
}
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
#[reflect(Component)]
#[non_exhaustive]
/// The properties of a light's shadow , to enable controlling per light shadows from Blender
pub struct BlenderLightShadows {
pub enabled: bool,
pub buffer_bias: f32,
}
/// The background color as described by Blender's [background shader](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/background.html).
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
#[reflect(Component)]
@ -28,20 +41,35 @@ pub struct BlenderShadowSettings {
}
fn process_lights(
mut directional_lights: Query<&mut DirectionalLight, Added<DirectionalLight>>,
mut spot_lights: Query<&mut SpotLight, Added<SpotLight>>,
mut point_lights: Query<&mut PointLight, Added<PointLight>>,
mut directional_lights: Query<
(&mut DirectionalLight, Option<&BlenderLightShadows>),
Added<DirectionalLight>,
>,
mut spot_lights: Query<(&mut SpotLight, Option<&BlenderLightShadows>), Added<SpotLight>>,
mut point_lights: Query<(&mut PointLight, Option<&BlenderLightShadows>), Added<PointLight>>,
) {
for mut light in directional_lights.iter_mut() {
for (mut light, blender_light_shadows) in directional_lights.iter_mut() {
if let Some(blender_light_shadows) = blender_light_shadows {
light.shadows_enabled = blender_light_shadows.enabled;
} else {
light.shadows_enabled = true;
}
for mut light in spot_lights.iter_mut() {
}
for (mut light, blender_light_shadows) in spot_lights.iter_mut() {
if let Some(blender_light_shadows) = blender_light_shadows {
light.shadows_enabled = blender_light_shadows.enabled;
} else {
light.shadows_enabled = true;
}
}
for mut light in point_lights.iter_mut() {
for (mut light, blender_light_shadows) in point_lights.iter_mut() {
if let Some(blender_light_shadows) = blender_light_shadows {
light.shadows_enabled = blender_light_shadows.enabled;
} else {
light.shadows_enabled = true;
}
}
}
fn process_shadowmap(

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@ -11,7 +11,11 @@ pub mod blender_settings;
use bevy::{
app::Startup,
ecs::{component::Component, reflect::ReflectComponent, system::{Res, Resource}},
ecs::{
component::Component,
reflect::ReflectComponent,
system::{Res, Resource},
},
log::warn,
prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
reflect::Reflect,

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@ -3623,6 +3623,31 @@
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_components::blender_settings::lighting::BlenderLightShadows": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {
"buffer_bias": {
"type": {
"$ref": "#/$defs/f32"
}
},
"enabled": {
"type": {
"$ref": "#/$defs/bool"
}
}
},
"required": [
"enabled",
"buffer_bias"
],
"short_name": "BlenderLightShadows",
"title": "bevy_gltf_components::blender_settings::lighting::BlenderLightShadows",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_components::blender_settings::lighting::BlenderShadowSettings": {
"additionalProperties": false,
"isComponent": true,

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@ -15,6 +15,7 @@ from ..modules.bevy_scene_components import upsert_scene_components
def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
# have the export parameters (not auto export, just gltf export) have changed: if yes (for example switch from glb to gltf, compression or not, animations or not etc), we need to re-export everything
print ("changed_export_parameters", changed_export_parameters)
try:
file_path = bpy.data.filepath
# Get the folder
@ -38,6 +39,10 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
if export_scene_settings:
# inject/ update scene components
upsert_scene_components(bpy.context.scene, bpy.context.scene.world, main_scene_names)
#inject/ update light shadow information
for light in bpy.data.lights:
enabled = 'true' if light.use_shadow else 'false'
light['BlenderLightShadows'] = f"(enabled: {enabled}, buffer_bias: {light.shadow_buffer_bias})"
# export
if export_blueprints: