# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			412 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			412 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<
 | 
						|
        (
 | 
						|
            Option<&mut BackgroundColor>,
 | 
						|
            Option<&mut Text>,
 | 
						|
            &WidgetClickSender<AppSetting>,
 | 
						|
        ),
 | 
						|
        Or<(With<RadioButton>, With<RadioButtonText>)>,
 | 
						|
    >,
 | 
						|
    app_status: Res<AppStatus>,
 | 
						|
) {
 | 
						|
    for (image, 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 let Some(mut text) = text {
 | 
						|
            widgets::update_ui_radio_button_text(&mut text, 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()
 | 
						|
    }
 | 
						|
}
 |