Fix incorrect function calls to hsv_to_rgb in render debug code.#14260
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alice-i-cecile merged 4 commits intobevyengine:mainfrom Jul 22, 2024
Merged
Fix incorrect function calls to hsv_to_rgb in render debug code.#14260alice-i-cecile merged 4 commits intobevyengine:mainfrom
alice-i-cecile merged 4 commits intobevyengine:mainfrom
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ickshonpe
approved these changes
Jul 10, 2024
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
janhohenheim
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Jul 17, 2024
mockersf
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Aug 2, 2024
) # Objective - Fixes #14139 ## Solution - correct the input parameters at these call sites. ## Testing 1. Use a 3D scene example with PBR lighting and shadows enabled, such as the `shadow_caster_receiver` and `load_gltf` example, for testing. 2. Enable relevant shader defines in crates/bevy_pbr/src/pbr_material.rs for the StandardMaterial. ```rust impl Material for StandardMaterial { // ... fn specialize( _pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayoutRef, key: MaterialPipelineKey<Self>, ) -> Result<(), SpecializedMeshPipelineError> { // ... // shader_defs.push("CLUSTERED_FORWARD_DEBUG_Z_SLICES".into()); // shader_defs.push("CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY".into()); shader_defs.push("DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES".into()); // ... } } ``` ## Showcase ### CLUSTERED_FORWARD_DEBUG_Z_SLICES - example: examples/3d/shadow_caster_receiver.rs  ### CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY - example: examples/3d/shadow_caster_receiver.rs  ### DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES For this one, we need to use a large scene and modity the `CascadeShadowConfigBuilder`, here is a simple patch for the `load_gltf` example: ``` diff --git a/examples/3d/load_gltf.rs b/examples/3d/load_gltf.rs index 3584462..9403aa288 100644 --- a/examples/3d/load_gltf.rs +++ b/examples/3d/load_gltf.rs @@ -18,7 +18,7 @@ fn main() { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { commands.spawn(( Camera3dBundle { - transform: Transform::from_xyz(0.7, 0.7, 1.0) + transform: Transform::from_xyz(0.7, 0.7, 2.0) .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y), ..default() }, @@ -39,30 +39,40 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { // We also adjusted the shadow map to be larger since we're // only using a single cascade. cascade_shadow_config: CascadeShadowConfigBuilder { - num_cascades: 1, - maximum_distance: 1.6, + num_cascades: 5, + maximum_distance: 20.0, ..default() } .into(), ..default() }); + commands.spawn(SceneBundle { scene: asset_server .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), ..default() }); + + for i in 1..=10 { + commands.spawn(SceneBundle { + scene: asset_server + .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), + transform: Transform::from_xyz(i as f32 * 0.5, 0.0, i as f32 * -2.0), + ..default() + }); + } } fn animate_light_direction( time: Res<Time>, mut query: Query<&mut Transform, With<DirectionalLight>>, ) { - for mut transform in &mut query { - transform.rotation = Quat::from_euler( - EulerRot::ZYX, - 0.0, - time.elapsed_seconds() * PI / 5.0, - -FRAC_PI_4, - ); - } + // for mut transform in &mut query { + // transform.rotation = Quat::from_euler( + // EulerRot::ZYX, + // 0.0, + // time.elapsed_seconds() * PI / 5.0, + // -FRAC_PI_4, + // ); + // } } ```  --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
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Objective
hsv_to_rgbin wgsl is defined or called incorrectly #14139Solution
Testing
shadow_caster_receiverandload_gltfexample, for testing.Showcase
CLUSTERED_FORWARD_DEBUG_Z_SLICES
CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY
DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES
For this one, we need to use a large scene and modity the
CascadeShadowConfigBuilder, here is a simple patch for theload_gltfexample: