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//! Demonstrates percentage-closer soft shadows (PCSS).
use std::f32::consts::PI;
#[cfg(feature = "free_camera")]
use bevy::camera_controller::free_camera::{FreeCamera, FreeCameraPlugin};
use bevy::{
anti_alias::taa::TemporalAntiAliasing,
camera::{
primitives::{CubemapFrusta, Frustum},
visibility::{CubemapVisibleEntities, VisibleMeshEntities},
},
core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass},
feathers::{theme::UiTheme, FeathersPlugins},
light::{ShadowFilteringMethod, Skybox},
math::vec3,
prelude::*,
render::camera::TemporalJitter,
ui_widgets::{radio_self_update, ValueChange},
};
#[path = "../helpers/radio.rs"]
mod radio;
#[path = "../helpers/theme.rs"]
mod theme;
/// 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(Default, 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: SoftShadows,
}
/// 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,
}
/// Whether soft shadows is enabled. Defaults to `true`.
#[derive(Clone, Copy, Deref, PartialEq)]
struct SoftShadows(bool);
impl Default for SoftShadows {
fn default() -> Self {
Self(true)
}
}
/// The example application entry point.
fn main() {
#[cfg(not(feature = "free_camera"))]
println!("Enable feature free_camera to add a free camera to this example");
App::new()
.init_resource::<AppStatus>()
.insert_resource(UiTheme(theme::basic_example_theme(Color::BLACK)))
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Percentage Closer Soft Shadows Example".into(),
..default()
}),
..default()
}),
#[cfg(feature = "free_camera")]
FreeCameraPlugin,
FeathersPlugins,
))
.add_systems(Startup, setup)
.add_observer(handle_light_type_change)
.add_observer(handle_shadow_filter_change)
.add_observer(handle_pcss_toggle)
.add_observer(radio_self_update)
.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),
),
#[cfg(feature = "free_camera")]
FreeCamera::default(),
))
.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: Some(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(WorldAssetRoot(
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_scene(bsn! {
@radio::main_ui_node_scene()
Children [
@radio::feathers_option_buttons(
"Light Type",
&[
(LightType::Directional, "Directional"),
(LightType::Point, "Point"),
(LightType::Spot, "Spot"),
],
0,
)
--
@radio::feathers_option_buttons(
"Shadow Filter",
&[
(
ShadowFilter::NonTemporal,
"Non-Temporal",
),
(ShadowFilter::Temporal, "Temporal"),
],
0,
)
--
@radio::feathers_option_buttons(
"Soft Shadows",
&[
(SoftShadows(true), "On"),
(SoftShadows(false), "Off"),
],
0,
)
]
});
}
/// Handles requests from the user to change the type of light.
fn handle_light_type_change(
event: On<ValueChange<Entity>>,
new_value_query: Query<&radio::RadioButtonOptionValue<LightType>>,
mut commands: Commands,
mut lights: Query<Entity, Or<(With<DirectionalLight>, With<PointLight>, With<SpotLight>)>>,
mut app_status: ResMut<AppStatus>,
) {
let Ok(radio::RadioButtonOptionValue(light_type)) = new_value_query.get(event.value) else {
return;
};
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(
event: On<ValueChange<Entity>>,
new_value_query: Query<&radio::RadioButtonOptionValue<ShadowFilter>>,
mut commands: Commands,
mut cameras: Query<(Entity, &mut ShadowFilteringMethod)>,
mut app_status: ResMut<AppStatus>,
) {
let Ok(radio::RadioButtonOptionValue(shadow_filter)) = new_value_query.get(event.value) else {
return;
};
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(
event: On<ValueChange<Entity>>,
new_value_query: Query<&radio::RadioButtonOptionValue<SoftShadows>>,
mut lights: Query<AnyOf<(&mut DirectionalLight, &mut PointLight, &mut SpotLight)>>,
mut app_status: ResMut<AppStatus>,
) {
let Ok(radio::RadioButtonOptionValue(soft_shadows)) = new_value_query.get(event.value) else {
return;
};
app_status.soft_shadows = *soft_shadows;
// 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 {
shadow_maps_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,
shadow_maps_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,
shadow_maps_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()
}
}