bevy/examples/3d/shadow_biases.rs
Daniel Chia c3a46822e1 Cascaded shadow maps. (#7064)
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.
2023-01-25 12:35:39 +00:00

317 lines
9.3 KiB
Rust

//! Demonstrates how shadow biases affect shadows in a 3d scene.
use std::f32::consts::PI;
use bevy::{input::mouse::MouseMotion, prelude::*};
fn main() {
println!(
"Controls:
WSAD - forward/back/strafe left/right
LShift - 'run'
E - up
Q - down
L - switch between directional and point lights
1/2 - decrease/increase point light depth bias
3/4 - decrease/increase point light normal bias
5/6 - decrease/increase direction light depth bias
7/8 - decrease/increase direction light normal bias"
);
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(adjust_point_light_biases)
.add_system(toggle_light)
.add_system(adjust_directional_light_biases)
.add_system(camera_controller)
.run();
}
/// 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 = 500.0f32;
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(
Mesh::try_from(shape::Icosphere {
radius: sphere_radius,
..default()
})
.unwrap(),
);
println!("Using DirectionalLight");
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(5.0, 5.0, 0.0),
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()
});
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 100000.0,
shadow_depth_bias: 0.0,
shadow_normal_bias: 0.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI / 2.,
-PI / 4.,
)),
..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(),
));
for z_i32 in -spawn_plane_depth as i32..=0 {
commands.spawn(PbrBundle {
mesh: sphere_handle.clone(),
material: white_handle.clone(),
transform: Transform::from_xyz(0.0, spawn_height, z_i32 as f32),
..default()
});
}
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane {
size: 2.0 * spawn_plane_depth,
})),
material: white_handle,
..default()
});
}
fn toggle_light(
input: Res<Input<KeyCode>>,
mut point_lights: Query<&mut PointLight>,
mut directional_lights: Query<&mut DirectionalLight>,
) {
if input.just_pressed(KeyCode::L) {
for mut light in &mut point_lights {
light.intensity = if light.intensity == 0.0 {
println!("Using PointLight");
100000000.0
} else {
0.0
};
}
for mut light in &mut directional_lights {
light.illuminance = if light.illuminance == 0.0 {
println!("Using DirectionalLight");
100000.0
} else {
0.0
};
}
}
}
fn adjust_point_light_biases(input: Res<Input<KeyCode>>, mut query: Query<&mut PointLight>) {
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::Key1) {
light.shadow_depth_bias -= depth_bias_step_size;
println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
}
if input.just_pressed(KeyCode::Key2) {
light.shadow_depth_bias += depth_bias_step_size;
println!("PointLight shadow_depth_bias: {}", light.shadow_depth_bias);
}
if input.just_pressed(KeyCode::Key3) {
light.shadow_normal_bias -= normal_bias_step_size;
println!(
"PointLight shadow_normal_bias: {}",
light.shadow_normal_bias
);
}
if input.just_pressed(KeyCode::Key4) {
light.shadow_normal_bias += normal_bias_step_size;
println!(
"PointLight shadow_normal_bias: {}",
light.shadow_normal_bias
);
}
}
}
fn adjust_directional_light_biases(
input: Res<Input<KeyCode>>,
mut query: Query<&mut DirectionalLight>,
) {
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::Key5) {
light.shadow_depth_bias -= depth_bias_step_size;
println!(
"DirectionalLight shadow_depth_bias: {}",
light.shadow_depth_bias
);
}
if input.just_pressed(KeyCode::Key6) {
light.shadow_depth_bias += depth_bias_step_size;
println!(
"DirectionalLight shadow_depth_bias: {}",
light.shadow_depth_bias
);
}
if input.just_pressed(KeyCode::Key7) {
light.shadow_normal_bias -= normal_bias_step_size;
println!(
"DirectionalLight shadow_normal_bias: {}",
light.shadow_normal_bias
);
}
if input.just_pressed(KeyCode::Key8) {
light.shadow_normal_bias += normal_bias_step_size;
println!(
"DirectionalLight shadow_normal_bias: {}",
light.shadow_normal_bias
);
}
}
}
#[derive(Component)]
struct CameraController {
pub enabled: bool,
pub sensitivity: f32,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub friction: f32,
pub pitch: f32,
pub yaw: f32,
pub velocity: Vec3,
}
impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
sensitivity: 0.5,
key_forward: KeyCode::W,
key_back: KeyCode::S,
key_left: KeyCode::A,
key_right: KeyCode::D,
key_up: KeyCode::E,
key_down: KeyCode::Q,
key_run: KeyCode::LShift,
walk_speed: 10.0,
run_speed: 30.0,
friction: 0.5,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::ZERO,
}
}
}
fn camera_controller(
time: Res<Time>,
mut mouse_events: EventReader<MouseMotion>,
key_input: Res<Input<KeyCode>>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
for mouse_event in mouse_events.iter() {
mouse_delta += mouse_event.delta;
}
for (mut transform, mut options) in &mut query {
if !options.enabled {
continue;
}
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(options.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(options.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(options.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(options.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(options.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(options.key_down) {
axis_input.y -= 1.0;
}
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(options.key_run) {
options.run_speed
} else {
options.walk_speed
};
options.velocity = axis_input.normalize() * max_speed;
} else {
let friction = options.friction.clamp(0.0, 1.0);
options.velocity *= 1.0 - friction;
if options.velocity.length_squared() < 1e-6 {
options.velocity = Vec3::ZERO;
}
}
let forward = transform.forward();
let right = transform.right();
transform.translation += options.velocity.x * dt * right
+ options.velocity.y * dt * Vec3::Y
+ options.velocity.z * dt * forward;
if mouse_delta != Vec2::ZERO {
// Apply look update
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * options.sensitivity * dt;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
}
}