
Two-phase occlusion culling can be helpful for shadow maps just as it can for a prepass, in order to reduce vertex and alpha mask fragment shading overhead. This patch implements occlusion culling for shadow maps from directional lights, when the `OcclusionCulling` component is present on the entities containing the lights. Shadow maps from point lights are deferred to a follow-up patch. Much of this patch involves expanding the hierarchical Z-buffer to cover shadow maps in addition to standard view depth buffers. The `scene_viewer` example has been updated to add `OcclusionCulling` to the directional light that it creates. This improved the performance of the rend3 sci-fi test scene when enabling shadows.
224 lines
7.5 KiB
Rust
224 lines
7.5 KiB
Rust
//! A simple glTF scene viewer made with Bevy.
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//!
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//! Just run `cargo run --release --example scene_viewer /path/to/model.gltf`,
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//! replacing the path as appropriate.
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//! In case of multiple scenes, you can select which to display by adapting the file path: `/path/to/model.gltf#Scene1`.
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//! With no arguments it will load the `FlightHelmet` glTF model from the repository assets subdirectory.
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//! Pass `--help` to see all the supported arguments.
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//!
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//! If you want to hot reload asset changes, enable the `file_watcher` cargo feature.
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use argh::FromArgs;
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use bevy::{
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core_pipeline::prepass::{DeferredPrepass, DepthPrepass},
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pbr::DefaultOpaqueRendererMethod,
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prelude::*,
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render::{
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experimental::occlusion_culling::OcclusionCulling,
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primitives::{Aabb, Sphere},
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},
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};
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#[path = "../../helpers/camera_controller.rs"]
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mod camera_controller;
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#[cfg(feature = "animation")]
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mod animation_plugin;
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mod morph_viewer_plugin;
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mod scene_viewer_plugin;
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use camera_controller::{CameraController, CameraControllerPlugin};
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use morph_viewer_plugin::MorphViewerPlugin;
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use scene_viewer_plugin::{SceneHandle, SceneViewerPlugin};
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/// A simple glTF scene viewer made with Bevy
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#[derive(FromArgs, Resource)]
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struct Args {
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/// the path to the glTF scene
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#[argh(
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positional,
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default = "\"assets/models/FlightHelmet/FlightHelmet.gltf\".to_string()"
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)]
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scene_path: String,
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/// enable a depth prepass
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#[argh(switch)]
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depth_prepass: Option<bool>,
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/// enable occlusion culling
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#[argh(switch)]
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occlusion_culling: Option<bool>,
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/// enable deferred shading
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#[argh(switch)]
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deferred: Option<bool>,
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/// spawn a light even if the scene already has one
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#[argh(switch)]
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add_light: Option<bool>,
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}
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fn main() {
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args: Args = Args::from_args(&[], &[]).unwrap();
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let deferred = args.deferred;
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let mut app = App::new();
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app.add_plugins((
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DefaultPlugins
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.set(WindowPlugin {
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primary_window: Some(Window {
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title: "bevy scene viewer".to_string(),
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..default()
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}),
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..default()
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})
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.set(AssetPlugin {
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file_path: std::env::var("CARGO_MANIFEST_DIR").unwrap_or_else(|_| ".".to_string()),
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..default()
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}),
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CameraControllerPlugin,
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SceneViewerPlugin,
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MorphViewerPlugin,
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))
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.insert_resource(args)
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.add_systems(Startup, setup)
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.add_systems(PreUpdate, setup_scene_after_load);
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// If deferred shading was requested, turn it on.
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if deferred == Some(true) {
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app.insert_resource(DefaultOpaqueRendererMethod::deferred());
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}
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#[cfg(feature = "animation")]
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app.add_plugins(animation_plugin::AnimationManipulationPlugin);
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app.run();
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}
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fn parse_scene(scene_path: String) -> (String, usize) {
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if scene_path.contains('#') {
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let gltf_and_scene = scene_path.split('#').collect::<Vec<_>>();
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if let Some((last, path)) = gltf_and_scene.split_last() {
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if let Some(index) = last
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.strip_prefix("Scene")
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.and_then(|index| index.parse::<usize>().ok())
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{
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return (path.join("#"), index);
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}
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}
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}
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(scene_path, 0)
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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let scene_path = &args.scene_path;
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info!("Loading {}", scene_path);
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let (file_path, scene_index) = parse_scene((*scene_path).clone());
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commands.insert_resource(SceneHandle::new(asset_server.load(file_path), scene_index));
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}
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fn setup_scene_after_load(
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mut commands: Commands,
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mut setup: Local<bool>,
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mut scene_handle: ResMut<SceneHandle>,
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asset_server: Res<AssetServer>,
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args: Res<Args>,
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meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Mesh3d>>,
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) {
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if scene_handle.is_loaded && !*setup {
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*setup = true;
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// Find an approximate bounding box of the scene from its meshes
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if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) {
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return;
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}
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let mut min = Vec3A::splat(f32::MAX);
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let mut max = Vec3A::splat(f32::MIN);
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for (transform, maybe_aabb) in &meshes {
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let aabb = maybe_aabb.unwrap();
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// If the Aabb had not been rotated, applying the non-uniform scale would produce the
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// correct bounds. However, it could very well be rotated and so we first convert to
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// a Sphere, and then back to an Aabb to find the conservative min and max points.
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let sphere = Sphere {
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center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))),
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radius: transform.radius_vec3a(aabb.half_extents),
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};
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let aabb = Aabb::from(sphere);
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min = min.min(aabb.min());
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max = max.max(aabb.max());
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}
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let size = (max - min).length();
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let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));
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info!("Spawning a controllable 3D perspective camera");
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let mut projection = PerspectiveProjection::default();
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projection.far = projection.far.max(size * 10.0);
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let walk_speed = size * 3.0;
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let camera_controller = CameraController {
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walk_speed,
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run_speed: 3.0 * walk_speed,
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..default()
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};
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// Display the controls of the scene viewer
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info!("{}", camera_controller);
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info!("{}", *scene_handle);
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let mut camera = commands.spawn((
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Camera3d::default(),
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Projection::from(projection),
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Transform::from_translation(Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5))
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.looking_at(Vec3::from(aabb.center), Vec3::Y),
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Camera {
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is_active: false,
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server
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.load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server
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.load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 150.0,
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..default()
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},
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camera_controller,
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));
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// If occlusion culling was requested, include the relevant components.
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// The Z-prepass is currently required.
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if args.occlusion_culling == Some(true) {
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camera.insert((DepthPrepass, OcclusionCulling));
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}
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// If the depth prepass was requested, include it.
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if args.depth_prepass == Some(true) {
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camera.insert(DepthPrepass);
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}
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// If deferred shading was requested, include the prepass.
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if args.deferred == Some(true) {
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camera
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.insert(Msaa::Off)
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.insert(DepthPrepass)
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.insert(DeferredPrepass);
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}
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// Spawn a default light if the scene does not have one
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if !scene_handle.has_light || args.add_light == Some(true) {
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info!("Spawning a directional light");
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let mut light = commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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if args.occlusion_culling == Some(true) {
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light.insert(OcclusionCulling);
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}
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scene_handle.has_light = true;
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}
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}
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}
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