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https://github.com/bevyengine/bevy
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c3a46822e1
Co-authored-by: Robert Swain <robert.swain@gmail.com> # Objective Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps. Fixes #3629 Before ![image](https://user-images.githubusercontent.com/1222141/210061203-bbd965a4-8d11-4cec-9a88-67fc59d0819f.png) After ![image](https://user-images.githubusercontent.com/1222141/210061334-2ff15334-e6d7-4a31-9314-f34a7805cac6.png) ## Solution Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination. --- ## Changelog Directional lights now use cascaded shadow maps for improved shadow quality. ## Migration Guide You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead.
176 lines
5 KiB
Rust
176 lines
5 KiB
Rust
//! Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene.
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use std::f32::consts::PI;
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use bevy::{
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pbr::{NotShadowCaster, NotShadowReceiver},
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prelude::*,
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};
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fn main() {
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println!(
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"Controls:
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C - toggle shadow casters (i.e. casters become not, and not casters become casters)
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R - toggle shadow receivers (i.e. receivers become not, and not receivers become receivers)
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L - switch between directional and point lights"
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);
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(toggle_light)
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.add_system(toggle_shadows)
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.run();
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}
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/// set up a 3D scene to test shadow biases and perspective projections
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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 = 500.0f32;
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let spawn_height = 2.0;
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let sphere_radius = 0.25;
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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(
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Mesh::try_from(shape::Icosphere {
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radius: sphere_radius,
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..default()
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})
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.unwrap(),
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);
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// sphere - initially a caster
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commands.spawn(PbrBundle {
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mesh: sphere_handle.clone(),
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material: materials.add(Color::RED.into()),
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transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
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..default()
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});
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// sphere - initially not a caster
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commands.spawn((
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PbrBundle {
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mesh: sphere_handle,
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material: materials.add(Color::BLUE.into()),
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transform: Transform::from_xyz(1.0, spawn_height, 0.0),
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..default()
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},
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NotShadowCaster,
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));
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// floating plane - initially not a shadow receiver and not a caster
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
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material: materials.add(Color::GREEN.into()),
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transform: Transform::from_xyz(0.0, 1.0, -10.0),
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..default()
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},
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NotShadowCaster,
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NotShadowReceiver,
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));
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// lower ground plane - initially a shadow receiver
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 20.0 })),
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material: white_handle,
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..default()
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});
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println!("Using DirectionalLight");
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(5.0, 5.0, 0.0),
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point_light: 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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shadows_enabled: true,
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..default()
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},
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..default()
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});
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 100000.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI / 2.,
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-PI / 4.,
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)),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-5.0, 5.0, 5.0)
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.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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..default()
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});
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}
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fn toggle_light(
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input: Res<Input<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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) {
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if input.just_pressed(KeyCode::L) {
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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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println!("Using PointLight");
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100000000.0
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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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println!("Using DirectionalLight");
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100000.0
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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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fn toggle_shadows(
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mut commands: Commands,
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input: Res<Input<KeyCode>>,
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mut queries: ParamSet<(
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Query<Entity, (With<Handle<Mesh>>, With<NotShadowCaster>)>,
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Query<Entity, (With<Handle<Mesh>>, With<NotShadowReceiver>)>,
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Query<Entity, (With<Handle<Mesh>>, Without<NotShadowCaster>)>,
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Query<Entity, (With<Handle<Mesh>>, Without<NotShadowReceiver>)>,
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)>,
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) {
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if input.just_pressed(KeyCode::C) {
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println!("Toggling casters");
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for entity in queries.p0().iter() {
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commands.entity(entity).remove::<NotShadowCaster>();
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}
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for entity in queries.p2().iter() {
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commands.entity(entity).insert(NotShadowCaster);
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}
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}
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if input.just_pressed(KeyCode::R) {
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println!("Toggling receivers");
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for entity in queries.p1().iter() {
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commands.entity(entity).remove::<NotShadowReceiver>();
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}
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for entity in queries.p3().iter() {
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commands.entity(entity).insert(NotShadowReceiver);
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}
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}
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}
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