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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.
289 lines
9.1 KiB
Rust
289 lines
9.1 KiB
Rust
//! A glTF scene viewer plugin. Provides controls for animation, directional lighting, and switching between scene cameras.
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//! To use in your own application:
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//! - Copy the code for the `SceneViewerPlugin` and add the plugin to your App.
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//! - Insert an initalized `SceneHandle` resource into your App's `AssetServer`.
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use bevy::{asset::LoadState, gltf::Gltf, prelude::*, scene::InstanceId};
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use std::f32::consts::*;
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use std::fmt;
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use super::camera_controller_plugin::*;
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#[derive(Resource)]
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pub struct SceneHandle {
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gltf_handle: Handle<Gltf>,
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scene_index: usize,
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#[cfg(feature = "animation")]
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animations: Vec<Handle<AnimationClip>>,
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instance_id: Option<InstanceId>,
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pub is_loaded: bool,
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pub has_light: bool,
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}
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impl SceneHandle {
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pub fn new(gltf_handle: Handle<Gltf>, scene_index: usize) -> Self {
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Self {
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gltf_handle,
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scene_index,
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#[cfg(feature = "animation")]
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animations: Vec::new(),
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instance_id: None,
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is_loaded: false,
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has_light: false,
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}
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}
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}
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impl fmt::Display for SceneHandle {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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write!(
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f,
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"
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Scene Controls:
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L - animate light direction
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U - toggle shadows
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C - cycle through the camera controller and any cameras loaded from the scene
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Space - Play/Pause animation
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Enter - Cycle through animations
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"
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)
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}
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}
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pub struct SceneViewerPlugin;
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impl Plugin for SceneViewerPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<CameraTracker>()
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.add_system_to_stage(CoreStage::PreUpdate, scene_load_check)
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.add_system(update_lights)
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.add_system(camera_tracker);
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#[cfg(feature = "animation")]
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app.add_system(start_animation)
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.add_system(keyboard_animation_control);
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}
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}
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fn scene_load_check(
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asset_server: Res<AssetServer>,
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mut scenes: ResMut<Assets<Scene>>,
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gltf_assets: ResMut<Assets<Gltf>>,
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mut scene_handle: ResMut<SceneHandle>,
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mut scene_spawner: ResMut<SceneSpawner>,
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) {
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match scene_handle.instance_id {
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None => {
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if asset_server.get_load_state(&scene_handle.gltf_handle) == LoadState::Loaded {
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let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
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if gltf.scenes.len() > 1 {
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info!(
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"Displaying scene {} out of {}",
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scene_handle.scene_index,
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gltf.scenes.len()
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);
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info!("You can select the scene by adding '#Scene' followed by a number to the end of the file path (e.g '#Scene1' to load the second scene).");
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}
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let gltf_scene_handle =
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gltf.scenes
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.get(scene_handle.scene_index)
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.unwrap_or_else(|| {
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panic!(
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"glTF file doesn't contain scene {}!",
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scene_handle.scene_index
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)
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});
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let scene = scenes.get_mut(gltf_scene_handle).unwrap();
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let mut query = scene
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.world
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.query::<(Option<&DirectionalLight>, Option<&PointLight>)>();
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scene_handle.has_light =
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query
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.iter(&scene.world)
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.any(|(maybe_directional_light, maybe_point_light)| {
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maybe_directional_light.is_some() || maybe_point_light.is_some()
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});
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scene_handle.instance_id =
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Some(scene_spawner.spawn(gltf_scene_handle.clone_weak()));
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#[cfg(feature = "animation")]
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{
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scene_handle.animations = gltf.animations.clone();
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if !scene_handle.animations.is_empty() {
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info!(
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"Found {} animation{}",
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scene_handle.animations.len(),
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if scene_handle.animations.len() == 1 {
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""
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} else {
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"s"
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}
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);
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}
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}
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info!("Spawning scene...");
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}
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}
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Some(instance_id) if !scene_handle.is_loaded => {
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if scene_spawner.instance_is_ready(instance_id) {
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info!("...done!");
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scene_handle.is_loaded = true;
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}
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}
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Some(_) => {}
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}
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}
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#[cfg(feature = "animation")]
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fn start_animation(
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mut player: Query<&mut AnimationPlayer>,
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mut done: Local<bool>,
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scene_handle: Res<SceneHandle>,
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) {
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if !*done {
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if let Ok(mut player) = player.get_single_mut() {
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if let Some(animation) = scene_handle.animations.first() {
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player.play(animation.clone_weak()).repeat();
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*done = true;
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}
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}
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}
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}
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#[cfg(feature = "animation")]
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fn keyboard_animation_control(
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keyboard_input: Res<Input<KeyCode>>,
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mut animation_player: Query<&mut AnimationPlayer>,
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scene_handle: Res<SceneHandle>,
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mut current_animation: Local<usize>,
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mut changing: Local<bool>,
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) {
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if scene_handle.animations.is_empty() {
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return;
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}
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if let Ok(mut player) = animation_player.get_single_mut() {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if player.is_paused() {
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player.resume();
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} else {
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player.pause();
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}
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}
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if *changing {
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// change the animation the frame after return was pressed
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*current_animation = (*current_animation + 1) % scene_handle.animations.len();
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player
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.play(scene_handle.animations[*current_animation].clone_weak())
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.repeat();
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*changing = false;
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}
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if keyboard_input.just_pressed(KeyCode::Return) {
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// delay the animation change for one frame
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*changing = true;
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// set the current animation to its start and pause it to reset to its starting state
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player.set_elapsed(0.0).pause();
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}
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}
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}
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fn update_lights(
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key_input: Res<Input<KeyCode>>,
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time: Res<Time>,
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mut query: Query<(&mut Transform, &mut DirectionalLight)>,
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mut animate_directional_light: Local<bool>,
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) {
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for (_, mut light) in &mut query {
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if key_input.just_pressed(KeyCode::U) {
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light.shadows_enabled = !light.shadows_enabled;
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}
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}
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if key_input.just_pressed(KeyCode::L) {
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*animate_directional_light = !*animate_directional_light;
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}
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if *animate_directional_light {
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for (mut transform, _) in &mut query {
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transform.rotation = Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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time.elapsed_seconds() * PI / 15.0,
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-FRAC_PI_4,
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);
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}
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}
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}
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#[derive(Resource, Default)]
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struct CameraTracker {
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active_index: Option<usize>,
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cameras: Vec<Entity>,
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}
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impl CameraTracker {
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fn track_camera(&mut self, entity: Entity) -> bool {
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self.cameras.push(entity);
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if self.active_index.is_none() {
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self.active_index = Some(self.cameras.len() - 1);
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true
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} else {
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false
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}
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}
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fn active_camera(&self) -> Option<Entity> {
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self.active_index.map(|i| self.cameras[i])
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}
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fn set_next_active(&mut self) -> Option<Entity> {
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let active_index = self.active_index?;
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let new_i = (active_index + 1) % self.cameras.len();
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self.active_index = Some(new_i);
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Some(self.cameras[new_i])
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}
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}
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fn camera_tracker(
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mut camera_tracker: ResMut<CameraTracker>,
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keyboard_input: Res<Input<KeyCode>>,
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mut queries: ParamSet<(
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Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
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Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
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Query<&mut Camera>,
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)>,
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) {
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// track added scene camera entities first, to ensure they are preferred for the
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// default active camera
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for (entity, mut camera) in queries.p0().iter_mut() {
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camera.is_active = camera_tracker.track_camera(entity);
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}
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// iterate added custom camera entities second
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for (entity, mut camera) in queries.p1().iter_mut() {
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camera.is_active = camera_tracker.track_camera(entity);
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}
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if keyboard_input.just_pressed(KeyCode::C) {
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// disable currently active camera
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if let Some(e) = camera_tracker.active_camera() {
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if let Ok(mut camera) = queries.p2().get_mut(e) {
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camera.is_active = false;
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}
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}
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// enable next active camera
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if let Some(e) = camera_tracker.set_next_active() {
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if let Ok(mut camera) = queries.p2().get_mut(e) {
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camera.is_active = true;
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}
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}
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}
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}
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