# Objective - Improve ergonomics / documentation of cascaded shadow maps - Allow for the customization of the nearest shadowing distance. - Fixes #7393 - Fixes #7362 ## Solution - Introduce `CascadeShadowConfigBuilder` - Tweak various example cascade settings for better quality. --- ## Changelog - Made examples look nicer under cascaded shadow maps. - Introduce `CascadeShadowConfigBuilder` to help with creating `CascadeShadowConfig` ## Migration Guide - Configure settings for cascaded shadow maps for directional lights using the newly introduced `CascadeShadowConfigBuilder`. Co-authored-by: Robert Swain <robert.swain@gmail.com>
		
			
				
	
	
		
			64 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Loads and renders a glTF file as a scene.
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use std::f32::consts::*;
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use bevy::{
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    pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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    prelude::*,
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};
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fn main() {
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    App::new()
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        .insert_resource(AmbientLight {
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            color: Color::WHITE,
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            brightness: 1.0 / 5.0f32,
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        })
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        .insert_resource(DirectionalLightShadowMap { size: 4096 })
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .add_system(animate_light_direction)
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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        ..default()
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    });
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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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        // This is a relatively small scene, so use tighter shadow
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        // cascade bounds than the default for better quality.
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        // We also adjusted the shadow map to be larger since we're
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        // only using a single cascade.
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        cascade_shadow_config: CascadeShadowConfigBuilder {
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            num_cascades: 1,
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            maximum_distance: 1.6,
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            ..default()
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        }
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        .into(),
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        ..default()
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    });
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    commands.spawn(SceneBundle {
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        scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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        ..default()
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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.rotation = Quat::from_euler(
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            EulerRot::ZYX,
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            0.0,
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            time.elapsed_seconds() * PI / 5.0,
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            -FRAC_PI_4,
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        );
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    }
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}
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