bevy/crates/bevy_pbr/src/bundle.rs
Daniel Chia c3a46822e1 Cascaded shadow maps. (#7064)
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
![image](https://user-images.githubusercontent.com/1222141/210061203-bbd965a4-8d11-4cec-9a88-67fc59d0819f.png)

After
![image](https://user-images.githubusercontent.com/1222141/210061334-2ff15334-e6d7-4a31-9314-f34a7805cac6.png)


## 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.
2023-01-25 12:35:39 +00:00

121 lines
4.1 KiB
Rust

use crate::{
CascadeShadowConfig, Cascades, DirectionalLight, Material, PointLight, SpotLight,
StandardMaterial,
};
use bevy_asset::Handle;
use bevy_ecs::{bundle::Bundle, component::Component, prelude::Entity, reflect::ReflectComponent};
use bevy_reflect::Reflect;
use bevy_render::{
mesh::Mesh,
primitives::{CascadesFrusta, CubemapFrusta, Frustum},
view::{ComputedVisibility, Visibility, VisibleEntities},
};
use bevy_transform::components::{GlobalTransform, Transform};
use bevy_utils::HashMap;
/// A component bundle for PBR entities with a [`Mesh`] and a [`StandardMaterial`].
pub type PbrBundle = MaterialMeshBundle<StandardMaterial>;
/// A component bundle for entities with a [`Mesh`] and a [`Material`].
#[derive(Bundle, Clone)]
pub struct MaterialMeshBundle<M: Material> {
pub mesh: Handle<Mesh>,
pub material: Handle<M>,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// User indication of whether an entity is visible
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
}
impl<M: Material> Default for MaterialMeshBundle<M> {
fn default() -> Self {
Self {
mesh: Default::default(),
material: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
computed_visibility: Default::default(),
}
}
}
#[derive(Component, Clone, Debug, Default, Reflect)]
#[reflect(Component)]
pub struct CubemapVisibleEntities {
#[reflect(ignore)]
data: [VisibleEntities; 6],
}
impl CubemapVisibleEntities {
pub fn get(&self, i: usize) -> &VisibleEntities {
&self.data[i]
}
pub fn get_mut(&mut self, i: usize) -> &mut VisibleEntities {
&mut self.data[i]
}
pub fn iter(&self) -> impl DoubleEndedIterator<Item = &VisibleEntities> {
self.data.iter()
}
pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut VisibleEntities> {
self.data.iter_mut()
}
}
#[derive(Component, Clone, Debug, Default, Reflect)]
#[reflect(Component)]
pub struct CascadesVisibleEntities {
/// Map of view entity to the visible entities for each cascade frustum.
#[reflect(ignore)]
pub entities: HashMap<Entity, Vec<VisibleEntities>>,
}
/// A component bundle for [`PointLight`] entities.
#[derive(Debug, Bundle, Default)]
pub struct PointLightBundle {
pub point_light: PointLight,
pub cubemap_visible_entities: CubemapVisibleEntities,
pub cubemap_frusta: CubemapFrusta,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// Enables or disables the light
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
}
/// A component bundle for spot light entities
#[derive(Debug, Bundle, Default)]
pub struct SpotLightBundle {
pub spot_light: SpotLight,
pub visible_entities: VisibleEntities,
pub frustum: Frustum,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// Enables or disables the light
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
}
/// A component bundle for [`DirectionalLight`] entities.
#[derive(Debug, Bundle, Default)]
pub struct DirectionalLightBundle {
pub directional_light: DirectionalLight,
pub frusta: CascadesFrusta,
pub cascades: Cascades,
pub cascade_shadow_config: CascadeShadowConfig,
pub visible_entities: CascadesVisibleEntities,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// Enables or disables the light
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
}