mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
f602edad09
# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
413 lines
14 KiB
Rust
413 lines
14 KiB
Rust
//! Demonstrates percentage-closer soft shadows (PCSS).
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
core_pipeline::{
|
|
experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
|
|
prepass::{DepthPrepass, MotionVectorPrepass},
|
|
Skybox,
|
|
},
|
|
math::vec3,
|
|
pbr::{CubemapVisibleEntities, ShadowFilteringMethod, VisibleMeshEntities},
|
|
prelude::*,
|
|
render::{
|
|
camera::TemporalJitter,
|
|
primitives::{CubemapFrusta, Frustum},
|
|
},
|
|
};
|
|
|
|
use crate::widgets::{RadioButton, RadioButtonText, WidgetClickEvent, WidgetClickSender};
|
|
|
|
#[path = "../helpers/widgets.rs"]
|
|
mod widgets;
|
|
|
|
/// The size of the light, which affects the size of the penumbras.
|
|
const LIGHT_RADIUS: f32 = 10.0;
|
|
|
|
/// The intensity of the point and spot lights.
|
|
const POINT_LIGHT_INTENSITY: f32 = 1_000_000_000.0;
|
|
|
|
/// The range in meters of the point and spot lights.
|
|
const POINT_LIGHT_RANGE: f32 = 110.0;
|
|
|
|
/// The depth bias for directional and spot lights. This value is set higher
|
|
/// than the default to avoid shadow acne.
|
|
const DIRECTIONAL_SHADOW_DEPTH_BIAS: f32 = 0.20;
|
|
|
|
/// The depth bias for point lights. This value is set higher than the default to
|
|
/// avoid shadow acne.
|
|
///
|
|
/// Unfortunately, there is a bit of Peter Panning with this value, because of
|
|
/// the distance and angle of the light. This can't be helped in this scene
|
|
/// without increasing the shadow map size beyond reasonable limits.
|
|
const POINT_SHADOW_DEPTH_BIAS: f32 = 0.35;
|
|
|
|
/// The near Z value for the shadow map, in meters. This is set higher than the
|
|
/// default in order to achieve greater resolution in the shadow map for point
|
|
/// and spot lights.
|
|
const SHADOW_MAP_NEAR_Z: f32 = 50.0;
|
|
|
|
/// The current application settings (light type, shadow filter, and the status
|
|
/// of PCSS).
|
|
#[derive(Resource)]
|
|
struct AppStatus {
|
|
/// The type of light presently in the scene: either directional or point.
|
|
light_type: LightType,
|
|
/// The type of shadow filter: Gaussian or temporal.
|
|
shadow_filter: ShadowFilter,
|
|
/// Whether soft shadows are enabled.
|
|
soft_shadows: bool,
|
|
}
|
|
|
|
impl Default for AppStatus {
|
|
fn default() -> Self {
|
|
Self {
|
|
light_type: default(),
|
|
shadow_filter: default(),
|
|
soft_shadows: true,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// The type of light presently in the scene: directional, point, or spot.
|
|
#[derive(Clone, Copy, Default, PartialEq)]
|
|
enum LightType {
|
|
/// A directional light, with a cascaded shadow map.
|
|
#[default]
|
|
Directional,
|
|
/// A point light, with a cube shadow map.
|
|
Point,
|
|
/// A spot light, with a cube shadow map.
|
|
Spot,
|
|
}
|
|
|
|
/// The type of shadow filter.
|
|
///
|
|
/// Generally, `Gaussian` is preferred when temporal antialiasing isn't in use,
|
|
/// while `Temporal` is preferred when TAA is in use. In this example, this
|
|
/// setting also turns TAA on and off.
|
|
#[derive(Clone, Copy, Default, PartialEq)]
|
|
enum ShadowFilter {
|
|
/// The non-temporal Gaussian filter (Castano '13 for directional lights, an
|
|
/// analogous alternative for point and spot lights).
|
|
#[default]
|
|
NonTemporal,
|
|
/// The temporal Gaussian filter (Jimenez '14 for directional lights, an
|
|
/// analogous alternative for point and spot lights).
|
|
Temporal,
|
|
}
|
|
|
|
/// Each example setting that can be toggled in the UI.
|
|
#[derive(Clone, Copy, PartialEq)]
|
|
enum AppSetting {
|
|
/// The type of light presently in the scene: directional, point, or spot.
|
|
LightType(LightType),
|
|
/// The type of shadow filter.
|
|
ShadowFilter(ShadowFilter),
|
|
/// Whether PCSS is enabled or disabled.
|
|
SoftShadows(bool),
|
|
}
|
|
|
|
/// The example application entry point.
|
|
fn main() {
|
|
App::new()
|
|
.init_resource::<AppStatus>()
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "Bevy Percentage Closer Soft Shadows Example".into(),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
.add_plugins(TemporalAntiAliasPlugin)
|
|
.add_event::<WidgetClickEvent<AppSetting>>()
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, widgets::handle_ui_interactions::<AppSetting>)
|
|
.add_systems(
|
|
Update,
|
|
update_radio_buttons.after(widgets::handle_ui_interactions::<AppSetting>),
|
|
)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
handle_light_type_change,
|
|
handle_shadow_filter_change,
|
|
handle_pcss_toggle,
|
|
)
|
|
.after(widgets::handle_ui_interactions::<AppSetting>),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
/// Creates all the objects in the scene.
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
|
|
spawn_camera(&mut commands, &asset_server);
|
|
spawn_light(&mut commands, &app_status);
|
|
spawn_gltf_scene(&mut commands, &asset_server);
|
|
spawn_buttons(&mut commands);
|
|
}
|
|
|
|
/// Spawns the camera, with the initial shadow filtering method.
|
|
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
|
|
commands
|
|
.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-12.912 * 0.7, 4.466 * 0.7, -10.624 * 0.7).with_rotation(
|
|
Quat::from_euler(EulerRot::YXZ, -134.76 / 180.0 * PI, -0.175, 0.0),
|
|
),
|
|
))
|
|
.insert(ShadowFilteringMethod::Gaussian)
|
|
// `TemporalJitter` is needed for TAA. Note that it does nothing without
|
|
// `TemporalAntiAliasSettings`.
|
|
.insert(TemporalJitter::default())
|
|
// We want MSAA off for TAA to work properly.
|
|
.insert(Msaa::Off)
|
|
// The depth prepass is needed for TAA.
|
|
.insert(DepthPrepass)
|
|
// The motion vector prepass is needed for TAA.
|
|
.insert(MotionVectorPrepass)
|
|
// Add a nice skybox.
|
|
.insert(Skybox {
|
|
image: asset_server.load("environment_maps/sky_skybox.ktx2"),
|
|
brightness: 500.0,
|
|
rotation: Quat::IDENTITY,
|
|
});
|
|
}
|
|
|
|
/// Spawns the initial light.
|
|
fn spawn_light(commands: &mut Commands, app_status: &AppStatus) {
|
|
// Because this light can become a directional light, point light, or spot
|
|
// light depending on the settings, we add the union of the components
|
|
// necessary for this light to behave as all three of those.
|
|
commands
|
|
.spawn((
|
|
create_directional_light(app_status),
|
|
Transform::from_rotation(Quat::from_array([
|
|
0.6539259,
|
|
-0.34646285,
|
|
0.36505926,
|
|
-0.5648683,
|
|
]))
|
|
.with_translation(vec3(57.693, 34.334, -6.422)),
|
|
))
|
|
// These two are needed for point lights.
|
|
.insert(CubemapVisibleEntities::default())
|
|
.insert(CubemapFrusta::default())
|
|
// These two are needed for spot lights.
|
|
.insert(VisibleMeshEntities::default())
|
|
.insert(Frustum::default());
|
|
}
|
|
|
|
/// Loads and spawns the glTF palm tree scene.
|
|
fn spawn_gltf_scene(commands: &mut Commands, asset_server: &AssetServer) {
|
|
commands.spawn(SceneRoot(
|
|
asset_server.load("models/PalmTree/PalmTree.gltf#Scene0"),
|
|
));
|
|
}
|
|
|
|
/// Spawns all the buttons at the bottom of the screen.
|
|
fn spawn_buttons(commands: &mut Commands) {
|
|
commands
|
|
.spawn(NodeBundle {
|
|
style: widgets::main_ui_style(),
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
widgets::spawn_option_buttons(
|
|
parent,
|
|
"Light Type",
|
|
&[
|
|
(AppSetting::LightType(LightType::Directional), "Directional"),
|
|
(AppSetting::LightType(LightType::Point), "Point"),
|
|
(AppSetting::LightType(LightType::Spot), "Spot"),
|
|
],
|
|
);
|
|
widgets::spawn_option_buttons(
|
|
parent,
|
|
"Shadow Filter",
|
|
&[
|
|
(AppSetting::ShadowFilter(ShadowFilter::Temporal), "Temporal"),
|
|
(
|
|
AppSetting::ShadowFilter(ShadowFilter::NonTemporal),
|
|
"Non-Temporal",
|
|
),
|
|
],
|
|
);
|
|
widgets::spawn_option_buttons(
|
|
parent,
|
|
"Soft Shadows",
|
|
&[
|
|
(AppSetting::SoftShadows(true), "On"),
|
|
(AppSetting::SoftShadows(false), "Off"),
|
|
],
|
|
);
|
|
});
|
|
}
|
|
|
|
/// Updates the style of the radio buttons that enable and disable soft shadows
|
|
/// to reflect whether PCSS is enabled.
|
|
fn update_radio_buttons(
|
|
mut widgets: Query<
|
|
(
|
|
Entity,
|
|
Option<&mut BackgroundColor>,
|
|
Has<Text>,
|
|
&WidgetClickSender<AppSetting>,
|
|
),
|
|
Or<(With<RadioButton>, With<RadioButtonText>)>,
|
|
>,
|
|
app_status: Res<AppStatus>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
for (entity, image, has_text, sender) in widgets.iter_mut() {
|
|
let selected = match **sender {
|
|
AppSetting::LightType(light_type) => light_type == app_status.light_type,
|
|
AppSetting::ShadowFilter(shadow_filter) => shadow_filter == app_status.shadow_filter,
|
|
AppSetting::SoftShadows(soft_shadows) => soft_shadows == app_status.soft_shadows,
|
|
};
|
|
|
|
if let Some(mut bg_color) = image {
|
|
widgets::update_ui_radio_button(&mut bg_color, selected);
|
|
}
|
|
if has_text {
|
|
widgets::update_ui_radio_button_text(entity, &mut writer, selected);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Handles requests from the user to change the type of light.
|
|
fn handle_light_type_change(
|
|
mut commands: Commands,
|
|
mut lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>, With<SpotLight>)>>,
|
|
mut events: EventReader<WidgetClickEvent<AppSetting>>,
|
|
mut app_status: ResMut<AppStatus>,
|
|
) {
|
|
for event in events.read() {
|
|
let AppSetting::LightType(light_type) = **event else {
|
|
continue;
|
|
};
|
|
app_status.light_type = light_type;
|
|
|
|
for light in lights.iter_mut() {
|
|
let mut light_commands = commands.entity(light);
|
|
light_commands
|
|
.remove::<DirectionalLight>()
|
|
.remove::<PointLight>()
|
|
.remove::<SpotLight>();
|
|
match light_type {
|
|
LightType::Point => {
|
|
light_commands.insert(create_point_light(&app_status));
|
|
}
|
|
LightType::Spot => {
|
|
light_commands.insert(create_spot_light(&app_status));
|
|
}
|
|
LightType::Directional => {
|
|
light_commands.insert(create_directional_light(&app_status));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Handles requests from the user to change the shadow filter method.
|
|
///
|
|
/// This system is also responsible for enabling and disabling TAA as
|
|
/// appropriate.
|
|
fn handle_shadow_filter_change(
|
|
mut commands: Commands,
|
|
mut cameras: Query<(Entity, &mut ShadowFilteringMethod)>,
|
|
mut events: EventReader<WidgetClickEvent<AppSetting>>,
|
|
mut app_status: ResMut<AppStatus>,
|
|
) {
|
|
for event in events.read() {
|
|
let AppSetting::ShadowFilter(shadow_filter) = **event else {
|
|
continue;
|
|
};
|
|
app_status.shadow_filter = shadow_filter;
|
|
|
|
for (camera, mut shadow_filtering_method) in cameras.iter_mut() {
|
|
match shadow_filter {
|
|
ShadowFilter::NonTemporal => {
|
|
*shadow_filtering_method = ShadowFilteringMethod::Gaussian;
|
|
commands.entity(camera).remove::<TemporalAntiAliasing>();
|
|
}
|
|
ShadowFilter::Temporal => {
|
|
*shadow_filtering_method = ShadowFilteringMethod::Temporal;
|
|
commands
|
|
.entity(camera)
|
|
.insert(TemporalAntiAliasing::default());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Handles requests from the user to toggle soft shadows on and off.
|
|
fn handle_pcss_toggle(
|
|
mut lights: Query<AnyOf<(&mut DirectionalLight, &mut PointLight, &mut SpotLight)>>,
|
|
mut events: EventReader<WidgetClickEvent<AppSetting>>,
|
|
mut app_status: ResMut<AppStatus>,
|
|
) {
|
|
for event in events.read() {
|
|
let AppSetting::SoftShadows(value) = **event else {
|
|
continue;
|
|
};
|
|
app_status.soft_shadows = value;
|
|
|
|
// Recreating the lights is the simplest way to toggle soft shadows.
|
|
for (directional_light, point_light, spot_light) in lights.iter_mut() {
|
|
if let Some(mut directional_light) = directional_light {
|
|
*directional_light = create_directional_light(&app_status);
|
|
}
|
|
if let Some(mut point_light) = point_light {
|
|
*point_light = create_point_light(&app_status);
|
|
}
|
|
if let Some(mut spot_light) = spot_light {
|
|
*spot_light = create_spot_light(&app_status);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Creates the [`DirectionalLight`] component with the appropriate settings.
|
|
fn create_directional_light(app_status: &AppStatus) -> DirectionalLight {
|
|
DirectionalLight {
|
|
shadows_enabled: true,
|
|
soft_shadow_size: if app_status.soft_shadows {
|
|
Some(LIGHT_RADIUS)
|
|
} else {
|
|
None
|
|
},
|
|
shadow_depth_bias: DIRECTIONAL_SHADOW_DEPTH_BIAS,
|
|
..default()
|
|
}
|
|
}
|
|
|
|
/// Creates the [`PointLight`] component with the appropriate settings.
|
|
fn create_point_light(app_status: &AppStatus) -> PointLight {
|
|
PointLight {
|
|
intensity: POINT_LIGHT_INTENSITY,
|
|
range: POINT_LIGHT_RANGE,
|
|
shadows_enabled: true,
|
|
radius: LIGHT_RADIUS,
|
|
soft_shadows_enabled: app_status.soft_shadows,
|
|
shadow_depth_bias: POINT_SHADOW_DEPTH_BIAS,
|
|
shadow_map_near_z: SHADOW_MAP_NEAR_Z,
|
|
..default()
|
|
}
|
|
}
|
|
|
|
/// Creates the [`SpotLight`] component with the appropriate settings.
|
|
fn create_spot_light(app_status: &AppStatus) -> SpotLight {
|
|
SpotLight {
|
|
intensity: POINT_LIGHT_INTENSITY,
|
|
range: POINT_LIGHT_RANGE,
|
|
radius: LIGHT_RADIUS,
|
|
shadows_enabled: true,
|
|
soft_shadows_enabled: app_status.soft_shadows,
|
|
shadow_depth_bias: DIRECTIONAL_SHADOW_DEPTH_BIAS,
|
|
shadow_map_near_z: SHADOW_MAP_NEAR_Z,
|
|
..default()
|
|
}
|
|
}
|