 c3a46822e1
			
		
	
	
		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  After  ## 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.
		
			
				
	
	
		
			245 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			245 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates different lights of various types and colors, some static, some moving over
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| //! a simple scene.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{pbr::CascadeShadowConfig, prelude::*};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(movement)
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|         .add_system(animate_light_direction)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct Movable;
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // ground plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::WHITE,
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         }),
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|         ..default()
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|     });
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| 
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|     // left wall
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|     let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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|     transform.rotate_z(PI / 2.);
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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|         transform,
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::INDIGO,
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         }),
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|         ..default()
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|     });
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|     // back (right) wall
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|     let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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|     transform.rotate_x(PI / 2.);
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Box::new(5.0, 0.15, 5.0))),
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|         transform,
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::INDIGO,
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         }),
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|         ..default()
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|     });
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| 
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|     // cube
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|             material: materials.add(StandardMaterial {
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|                 base_color: Color::PINK,
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|                 ..default()
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|             }),
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|             transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|             ..default()
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|         },
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|         Movable,
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|     ));
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|     // sphere
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Mesh::from(shape::UVSphere {
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|                 radius: 0.5,
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|                 ..default()
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|             })),
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|             material: materials.add(StandardMaterial {
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|                 base_color: Color::LIME_GREEN,
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|                 ..default()
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|             }),
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|             transform: Transform::from_xyz(1.5, 1.0, 1.5),
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|             ..default()
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|         },
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|         Movable,
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|     ));
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| 
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|     // ambient light
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|     commands.insert_resource(AmbientLight {
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|         color: Color::ORANGE_RED,
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|         brightness: 0.02,
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|     });
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| 
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|     // red point light
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|     commands
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|         .spawn(PointLightBundle {
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|             // transform: Transform::from_xyz(5.0, 8.0, 2.0),
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|             transform: Transform::from_xyz(1.0, 2.0, 0.0),
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|             point_light: PointLight {
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|                 intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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|                 color: Color::RED,
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 mesh: meshes.add(Mesh::from(shape::UVSphere {
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|                     radius: 0.1,
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|                     ..default()
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|                 })),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: Color::RED,
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|                     emissive: Color::rgba_linear(100.0, 0.0, 0.0, 0.0),
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|                     ..default()
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|                 }),
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|                 ..default()
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|             });
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|         });
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| 
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|     // green spot light
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|     commands
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|         .spawn(SpotLightBundle {
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|             transform: Transform::from_xyz(-1.0, 2.0, 0.0)
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|                 .looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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|             spot_light: SpotLight {
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|                 intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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|                 color: Color::GREEN,
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|                 shadows_enabled: true,
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|                 inner_angle: 0.6,
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|                 outer_angle: 0.8,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
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|                 mesh: meshes.add(Mesh::from(shape::Capsule {
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|                     depth: 0.125,
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|                     radius: 0.1,
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|                     ..default()
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|                 })),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: Color::GREEN,
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|                     emissive: Color::rgba_linear(0.0, 100.0, 0.0, 0.0),
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|                     ..default()
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|                 }),
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|                 ..default()
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|             });
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|         });
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| 
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|     // blue point light
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|     commands
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|         .spawn(PointLightBundle {
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|             // transform: Transform::from_xyz(5.0, 8.0, 2.0),
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|             transform: Transform::from_xyz(0.0, 4.0, 0.0),
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|             point_light: PointLight {
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|                 intensity: 1600.0, // lumens - roughly a 100W non-halogen incandescent bulb
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|                 color: Color::BLUE,
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 mesh: meshes.add(Mesh::from(shape::UVSphere {
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|                     radius: 0.1,
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|                     ..default()
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|                 })),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: Color::BLUE,
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|                     emissive: Color::rgba_linear(0.0, 0.0, 100.0, 0.0),
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|                     ..default()
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|                 }),
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|                 ..default()
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|             });
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|         });
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| 
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|     // directional 'sun' light
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform {
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|             translation: Vec3::new(0.0, 2.0, 0.0),
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|             rotation: Quat::from_rotation_x(-PI / 4.),
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|             ..default()
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|         },
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|         // The default cascade config is designed to handle large scenes.
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|         // As this example has a much smaller world, we can tighten the shadow
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|         // far bound for better visual quality.
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|         cascade_shadow_config: CascadeShadowConfig::new(4, 5.0, 30.0, 0.2),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn animate_light_direction(
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<DirectionalLight>>,
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| ) {
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|     for mut transform in &mut query {
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|         transform.rotate_y(time.delta_seconds() * 0.5);
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|     }
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| }
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| 
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| fn movement(
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|     input: Res<Input<KeyCode>>,
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<Movable>>,
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| ) {
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|     for mut transform in &mut query {
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|         let mut direction = Vec3::ZERO;
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|         if input.pressed(KeyCode::Up) {
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|             direction.y += 1.0;
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|         }
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|         if input.pressed(KeyCode::Down) {
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|             direction.y -= 1.0;
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|         }
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|         if input.pressed(KeyCode::Left) {
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|             direction.x -= 1.0;
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|         }
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|         if input.pressed(KeyCode::Right) {
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|             direction.x += 1.0;
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|         }
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| 
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|         transform.translation += time.delta_seconds() * 2.0 * direction;
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|     }
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| }
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