bevy/examples/3d/shadow_biases.rs
Patrick Walton d59b1e71ef
Implement percentage-closer filtering (PCF) for point lights. (#12910)
I ported the two existing PCF techniques to the cubemap domain as best I
could. Generally, the technique is to create a 2D orthonormal basis
using Gram-Schmidt normalization, then apply the technique over that
basis. The results look fine, though the shadow bias often needs
adjusting.

For comparison, Unity uses a 4-tap pattern for PCF on point lights of
(1, 1, 1), (-1, -1, 1), (-1, 1, -1), (1, -1, -1). I tried this but
didn't like the look, so I went with the design above, which ports the
2D techniques to the 3D domain. There's surprisingly little material on
point light PCF.

I've gone through every example using point lights and verified that the
shadow maps look fine, adjusting biases as necessary.

Fixes #3628.

---

## Changelog

### Added
* Shadows from point lights now support percentage-closer filtering
(PCF), and as a result look less aliased.

### Changed
* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.

## Migration Guide

* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.
2024-04-10 20:16:08 +00:00

338 lines
12 KiB
Rust

//! Demonstrates how shadow biases affect shadows in a 3d scene.
#[path = "../helpers/camera_controller.rs"]
mod camera_controller;
use bevy::{pbr::ShadowFilteringMethod, prelude::*};
use camera_controller::{CameraController, CameraControllerPlugin};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(CameraControllerPlugin)
.add_systems(Startup, setup)
.add_systems(
Update,
(
cycle_filter_methods,
adjust_light_position,
adjust_point_light_biases,
toggle_light,
adjust_directional_light_biases,
),
)
.run();
}
#[derive(Component)]
struct Lights;
/// set up a 3D scene to test shadow biases and perspective projections
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let spawn_plane_depth = 300.0f32;
let spawn_height = 2.0;
let sphere_radius = 0.25;
let white_handle = materials.add(StandardMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
});
let sphere_handle = meshes.add(Sphere::new(sphere_radius));
let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
commands
.spawn((
SpatialBundle {
transform: light_transform,
..default()
},
Lights,
))
.with_children(|builder| {
builder.spawn(PointLightBundle {
point_light: PointLight {
intensity: 0.0,
range: spawn_plane_depth,
color: Color::WHITE,
shadow_depth_bias: 0.0,
shadow_normal_bias: 0.0,
shadows_enabled: true,
..default()
},
..default()
});
builder.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadow_depth_bias: 0.0,
shadow_normal_bias: 0.0,
shadows_enabled: true,
..default()
},
..default()
});
});
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(-1.0, 1.0, 1.0)
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
..default()
},
CameraController::default(),
ShadowFilteringMethod::Hardware2x2,
));
for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
commands.spawn(PbrBundle {
mesh: sphere_handle.clone(),
material: white_handle.clone(),
transform: Transform::from_xyz(
0.0,
if z_i32 % 4 == 0 {
spawn_height
} else {
sphere_radius
},
z_i32 as f32,
),
..default()
});
}
// ground plane
let plane_size = 2.0 * spawn_plane_depth;
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(plane_size, plane_size)),
material: white_handle,
..default()
});
let style = TextStyle {
font_size: 20.,
..default()
};
commands
.spawn(NodeBundle {
style: Style {
position_type: PositionType::Absolute,
padding: UiRect::all(Val::Px(5.0)),
..default()
},
z_index: ZIndex::Global(i32::MAX),
background_color: Color::BLACK.with_alpha(0.75).into(),
..default()
})
.with_children(|c| {
c.spawn(TextBundle::from_sections([
TextSection::new("Controls:\n", style.clone()),
TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
TextSection::new(
"L - switch between directional and point lights [",
style.clone(),
),
TextSection::new("DirectionalLight", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new(
"F - switch directional light filter methods [",
style.clone(),
),
TextSection::new("Hardware2x2", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new("1/2 - change point light depth bias [", style.clone()),
TextSection::new("0.00", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new("3/4 - change point light normal bias [", style.clone()),
TextSection::new("0.0", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new("5/6 - change direction light depth bias [", style.clone()),
TextSection::new("0.00", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new(
"7/8 - change direction light normal bias [",
style.clone(),
),
TextSection::new("0.0", style.clone()),
TextSection::new("]\n", style.clone()),
TextSection::new(
"left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
style.clone(),
),
TextSection::new(
format!("{:.1},", light_transform.translation.x),
style.clone(),
),
TextSection::new(
format!(" {:.1},", light_transform.translation.y),
style.clone(),
),
TextSection::new(
format!(" {:.1}", light_transform.translation.z),
style.clone(),
),
TextSection::new("]\n", style.clone()),
]));
});
}
fn toggle_light(
input: Res<ButtonInput<KeyCode>>,
mut point_lights: Query<&mut PointLight>,
mut directional_lights: Query<&mut DirectionalLight>,
mut example_text: Query<&mut Text>,
) {
if input.just_pressed(KeyCode::KeyL) {
for mut light in &mut point_lights {
light.intensity = if light.intensity == 0.0 {
example_text.single_mut().sections[3].value = "PointLight".to_string();
100000000.0
} else {
0.0
};
}
for mut light in &mut directional_lights {
light.illuminance = if light.illuminance == 0.0 {
example_text.single_mut().sections[3].value = "DirectionalLight".to_string();
100000.0
} else {
0.0
};
}
}
}
fn adjust_light_position(
input: Res<ButtonInput<KeyCode>>,
mut lights: Query<&mut Transform, With<Lights>>,
mut example_text: Query<&mut Text>,
) {
let mut offset = Vec3::ZERO;
if input.just_pressed(KeyCode::ArrowLeft) {
offset.x -= 1.0;
}
if input.just_pressed(KeyCode::ArrowRight) {
offset.x += 1.0;
}
if input.just_pressed(KeyCode::ArrowUp) {
offset.z -= 1.0;
}
if input.just_pressed(KeyCode::ArrowDown) {
offset.z += 1.0;
}
if input.just_pressed(KeyCode::PageDown) {
offset.y -= 1.0;
}
if input.just_pressed(KeyCode::PageUp) {
offset.y += 1.0;
}
if offset != Vec3::ZERO {
let mut example_text = example_text.single_mut();
for mut light in &mut lights {
light.translation += offset;
light.look_at(Vec3::ZERO, Vec3::Y);
example_text.sections[21].value = format!("{:.1},", light.translation.x);
example_text.sections[22].value = format!(" {:.1},", light.translation.y);
example_text.sections[23].value = format!(" {:.1}", light.translation.z);
}
}
}
fn cycle_filter_methods(
input: Res<ButtonInput<KeyCode>>,
mut filter_methods: Query<&mut ShadowFilteringMethod>,
mut example_text: Query<&mut Text>,
) {
if input.just_pressed(KeyCode::KeyF) {
for mut filter_method in &mut filter_methods {
let filter_method_string;
*filter_method = match *filter_method {
ShadowFilteringMethod::Hardware2x2 => {
filter_method_string = "Gaussian".to_string();
ShadowFilteringMethod::Gaussian
}
ShadowFilteringMethod::Gaussian => {
filter_method_string = "Temporal".to_string();
ShadowFilteringMethod::Temporal
}
ShadowFilteringMethod::Temporal => {
filter_method_string = "Hardware2x2".to_string();
ShadowFilteringMethod::Hardware2x2
}
};
example_text.single_mut().sections[6].value = filter_method_string;
}
}
}
fn adjust_point_light_biases(
input: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut PointLight>,
mut example_text: Query<&mut Text>,
) {
let depth_bias_step_size = 0.01;
let normal_bias_step_size = 0.1;
for mut light in &mut query {
if input.just_pressed(KeyCode::Digit1) {
light.shadow_depth_bias -= depth_bias_step_size;
}
if input.just_pressed(KeyCode::Digit2) {
light.shadow_depth_bias += depth_bias_step_size;
}
if input.just_pressed(KeyCode::Digit3) {
light.shadow_normal_bias -= normal_bias_step_size;
}
if input.just_pressed(KeyCode::Digit4) {
light.shadow_normal_bias += normal_bias_step_size;
}
if input.just_pressed(KeyCode::KeyR) {
light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
}
if input.just_pressed(KeyCode::KeyZ) {
light.shadow_depth_bias = 0.0;
light.shadow_normal_bias = 0.0;
}
example_text.single_mut().sections[9].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[12].value = format!("{:.1}", light.shadow_normal_bias);
}
}
fn adjust_directional_light_biases(
input: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut DirectionalLight>,
mut example_text: Query<&mut Text>,
) {
let depth_bias_step_size = 0.01;
let normal_bias_step_size = 0.1;
for mut light in &mut query {
if input.just_pressed(KeyCode::Digit5) {
light.shadow_depth_bias -= depth_bias_step_size;
}
if input.just_pressed(KeyCode::Digit6) {
light.shadow_depth_bias += depth_bias_step_size;
}
if input.just_pressed(KeyCode::Digit7) {
light.shadow_normal_bias -= normal_bias_step_size;
}
if input.just_pressed(KeyCode::Digit8) {
light.shadow_normal_bias += normal_bias_step_size;
}
if input.just_pressed(KeyCode::KeyR) {
light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
}
if input.just_pressed(KeyCode::KeyZ) {
light.shadow_depth_bias = 0.0;
light.shadow_normal_bias = 0.0;
}
example_text.single_mut().sections[15].value = format!("{:.2}", light.shadow_depth_bias);
example_text.single_mut().sections[18].value = format!("{:.1}", light.shadow_normal_bias);
}
}