Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_light/src/cascade.rs
9359 views
1
//! Provides shadow cascade configuration and construction helpers.
2
3
use bevy_camera::{Camera, Projection};
4
use bevy_ecs::{entity::EntityHashMap, prelude::*};
5
use bevy_math::{ops, Mat4, Vec3A, Vec4};
6
use bevy_reflect::prelude::*;
7
use bevy_transform::components::GlobalTransform;
8
9
use crate::{DirectionalLight, DirectionalLightShadowMap};
10
11
/// Controls how cascaded shadow mapping works.
12
/// Prefer using [`CascadeShadowConfigBuilder`] to construct an instance.
13
///
14
/// ```
15
/// # use bevy_light::CascadeShadowConfig;
16
/// # use bevy_light::CascadeShadowConfigBuilder;
17
/// # use bevy_utils::default;
18
/// #
19
/// let config: CascadeShadowConfig = CascadeShadowConfigBuilder {
20
/// maximum_distance: 100.0,
21
/// ..default()
22
/// }.into();
23
/// ```
24
#[derive(Component, Clone, Debug, Reflect)]
25
#[reflect(Component, Default, Debug, Clone)]
26
pub struct CascadeShadowConfig {
27
/// The (positive) distance to the far boundary of each cascade.
28
pub bounds: Vec<f32>,
29
/// The proportion of overlap each cascade has with the previous cascade.
30
pub overlap_proportion: f32,
31
/// The (positive) distance to the near boundary of the first cascade.
32
pub minimum_distance: f32,
33
}
34
35
impl Default for CascadeShadowConfig {
36
fn default() -> Self {
37
CascadeShadowConfigBuilder::default().into()
38
}
39
}
40
41
fn calculate_cascade_bounds(
42
num_cascades: usize,
43
nearest_bound: f32,
44
shadow_maximum_distance: f32,
45
) -> Vec<f32> {
46
if num_cascades == 1 {
47
return vec![shadow_maximum_distance];
48
}
49
let base = ops::powf(
50
shadow_maximum_distance / nearest_bound,
51
1.0 / (num_cascades - 1) as f32,
52
);
53
(0..num_cascades)
54
.map(|i| nearest_bound * ops::powf(base, i as f32))
55
.collect()
56
}
57
58
/// Builder for [`CascadeShadowConfig`].
59
pub struct CascadeShadowConfigBuilder {
60
/// The number of shadow cascades.
61
/// More cascades increases shadow quality by mitigating perspective aliasing - a phenomenon where areas
62
/// nearer the camera are covered by fewer shadow map texels than areas further from the camera, causing
63
/// blocky looking shadows.
64
///
65
/// This does come at the cost increased rendering overhead, however this overhead is still less
66
/// than if you were to use fewer cascades and much larger shadow map textures to achieve the
67
/// same quality level.
68
///
69
/// In case rendered geometry covers a relatively narrow and static depth relative to camera, it may
70
/// make more sense to use fewer cascades and a higher resolution shadow map texture as perspective aliasing
71
/// is not as much an issue. Be sure to adjust `minimum_distance` and `maximum_distance` appropriately.
72
pub num_cascades: usize,
73
/// The minimum shadow distance, which can help improve the texel resolution of the first cascade.
74
/// Areas nearer to the camera than this will likely receive no shadows.
75
///
76
/// NOTE: Due to implementation details, this usually does not impact shadow quality as much as
77
/// `first_cascade_far_bound` and `maximum_distance`. At many view frustum field-of-views, the
78
/// texel resolution of the first cascade is dominated by the width / height of the view frustum plane
79
/// at `first_cascade_far_bound` rather than the depth of the frustum from `minimum_distance` to
80
/// `first_cascade_far_bound`.
81
pub minimum_distance: f32,
82
/// The maximum shadow distance.
83
/// Areas further from the camera than this will likely receive no shadows.
84
pub maximum_distance: f32,
85
/// Sets the far bound of the first cascade, relative to the view origin.
86
/// In-between cascades will be exponentially spaced relative to the maximum shadow distance.
87
/// NOTE: This is ignored if there is only one cascade, the maximum distance takes precedence.
88
pub first_cascade_far_bound: f32,
89
/// Sets the overlap proportion between cascades.
90
/// The overlap is used to make the transition from one cascade's shadow map to the next
91
/// less abrupt by blending between both shadow maps.
92
pub overlap_proportion: f32,
93
}
94
95
impl CascadeShadowConfigBuilder {
96
/// Returns the cascade config as specified by this builder.
97
pub fn build(&self) -> CascadeShadowConfig {
98
assert!(
99
self.num_cascades > 0,
100
"num_cascades must be positive, but was {}",
101
self.num_cascades
102
);
103
assert!(
104
self.minimum_distance >= 0.0,
105
"maximum_distance must be non-negative, but was {}",
106
self.minimum_distance
107
);
108
assert!(
109
self.num_cascades == 1 || self.minimum_distance < self.first_cascade_far_bound,
110
"minimum_distance must be less than first_cascade_far_bound, but was {}",
111
self.minimum_distance
112
);
113
assert!(
114
self.maximum_distance > self.minimum_distance,
115
"maximum_distance must be greater than minimum_distance, but was {}",
116
self.maximum_distance
117
);
118
assert!(
119
(0.0..1.0).contains(&self.overlap_proportion),
120
"overlap_proportion must be in [0.0, 1.0) but was {}",
121
self.overlap_proportion
122
);
123
CascadeShadowConfig {
124
bounds: calculate_cascade_bounds(
125
self.num_cascades,
126
self.first_cascade_far_bound,
127
self.maximum_distance,
128
),
129
overlap_proportion: self.overlap_proportion,
130
minimum_distance: self.minimum_distance,
131
}
132
}
133
}
134
135
impl Default for CascadeShadowConfigBuilder {
136
fn default() -> Self {
137
// The defaults are chosen to be similar to be Unity, Unreal, and Godot.
138
// Unity: first cascade far bound = 10.05, maximum distance = 150.0
139
// Unreal Engine 5: maximum distance = 200.0
140
// Godot: first cascade far bound = 10.0, maximum distance = 100.0
141
Self {
142
// Currently only support one cascade in WebGL 2.
143
num_cascades: if cfg!(all(
144
feature = "webgl",
145
target_arch = "wasm32",
146
not(feature = "webgpu")
147
)) {
148
1
149
} else {
150
4
151
},
152
minimum_distance: 0.1,
153
maximum_distance: 150.0,
154
first_cascade_far_bound: 10.0,
155
overlap_proportion: 0.2,
156
}
157
}
158
}
159
160
impl From<CascadeShadowConfigBuilder> for CascadeShadowConfig {
161
fn from(builder: CascadeShadowConfigBuilder) -> Self {
162
builder.build()
163
}
164
}
165
166
/// A [`DirectionalLight`]'s per-view list of [`Cascade`]s.
167
#[derive(Component, Clone, Debug, Default, Reflect)]
168
#[reflect(Component, Debug, Default, Clone)]
169
pub struct Cascades {
170
/// Map from a view to the configuration of each of its [`Cascade`]s.
171
pub cascades: EntityHashMap<Vec<Cascade>>,
172
}
173
174
/// A single cascade of a view's shadow map cascade. Several of these are
175
/// used to cover most of the view to ensure most geometry gets shadows, with
176
/// some overlap for blending at cascade transitions. Farther away cascades
177
/// are larger and have a lower effective shadowmap texel per world unit
178
/// resolution. All cascades have the same pixel dimensions however.
179
#[derive(Clone, Debug, Default, Reflect)]
180
#[reflect(Clone, Default)]
181
pub struct Cascade {
182
/// The transform of the light, i.e. the view to world matrix.
183
pub world_from_cascade: Mat4,
184
/// The orthographic projection for this cascade.
185
pub clip_from_cascade: Mat4,
186
/// The view-projection matrix for this cascade, converting world space into light clip space.
187
/// Importantly, this is derived and stored separately from `view_transform` and `projection` to
188
/// ensure shadow stability.
189
pub clip_from_world: Mat4,
190
/// Size of each shadow map texel in world units.
191
pub texel_size: f32,
192
}
193
194
/// Sets up [`Cascades`] for all shadow mapped [`DirectionalLight`]s.
195
pub fn build_directional_light_cascades(
196
directional_light_shadow_map: Res<DirectionalLightShadowMap>,
197
views: Query<(Entity, &GlobalTransform, &Projection, &Camera)>,
198
mut lights: Query<(
199
&GlobalTransform,
200
&DirectionalLight,
201
&CascadeShadowConfig,
202
&mut Cascades,
203
)>,
204
) {
205
let views = views
206
.iter()
207
.filter_map(|(entity, transform, projection, camera)| {
208
if camera.is_active {
209
Some((entity, projection, transform.to_matrix()))
210
} else {
211
None
212
}
213
})
214
.collect::<Vec<_>>();
215
216
for (transform, directional_light, cascades_config, mut cascades) in &mut lights {
217
if !directional_light.shadow_maps_enabled {
218
continue;
219
}
220
cascades.cascades.clear();
221
222
// It is very important to the numerical and thus visual stability of shadows that
223
// `world_from_light` has orthogonal upper-left 3x3 and zero translation.
224
// Even though only the direction (i.e. rotation) of the light matters, we don't constrain
225
// users to not change any other aspects of the transform - there's no guarantee
226
// `transform.to_matrix()` will give us a matrix with our desired properties.
227
// Instead, we directly create a good matrix from just the rotation.
228
let world_from_light = Mat4::from_quat(transform.rotation());
229
// The transpose is the inverse for orthogonal matrices.
230
let light_from_world = world_from_light.transpose();
231
232
for (view_entity, projection, world_from_view) in views.iter().copied() {
233
let light_view_from_camera = light_from_world * world_from_view;
234
let overlap_factor = 1.0 - cascades_config.overlap_proportion;
235
let far_bounds = cascades_config.bounds.iter();
236
let near_bounds = [cascades_config.minimum_distance]
237
.into_iter()
238
.chain(far_bounds.clone().map(|bound| overlap_factor * bound));
239
let view_cascades = near_bounds
240
.zip(far_bounds)
241
.map(|(near_bound, far_bound)| {
242
// Negate bounds as -z is camera forward direction.
243
let corners = projection.get_frustum_corners(-near_bound, -far_bound);
244
calculate_cascade(
245
corners,
246
directional_light_shadow_map.size as f32,
247
world_from_light,
248
light_view_from_camera,
249
)
250
})
251
.collect();
252
cascades.cascades.insert(view_entity, view_cascades);
253
}
254
}
255
}
256
257
/// Returns a [`Cascade`] for the frustum defined by `frustum_corners`.
258
///
259
/// The corner vertices should be specified in the following order:
260
/// first the bottom right, top right, top left, bottom left for the near plane, then similar for the far plane.
261
///
262
/// See this [reference](https://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf) for more details.
263
fn calculate_cascade(
264
frustum_corners: [Vec3A; 8],
265
cascade_texture_size: f32,
266
world_from_light: Mat4,
267
light_from_camera: Mat4,
268
) -> Cascade {
269
let mut min = Vec3A::splat(f32::MAX);
270
let mut max = Vec3A::splat(f32::MIN);
271
for corner_camera_view in frustum_corners {
272
let corner_light_view = light_from_camera.transform_point3a(corner_camera_view);
273
min = min.min(corner_light_view);
274
max = max.max(corner_light_view);
275
}
276
277
// NOTE: Use the larger of the frustum slice far plane diagonal and body diagonal lengths as this
278
// will be the maximum possible projection size. Use the ceiling to get an integer which is
279
// very important for floating point stability later. It is also important that these are
280
// calculated using the original camera space corner positions for floating point precision
281
// as even though the lengths using corner_light_view above should be the same, precision can
282
// introduce small but significant differences.
283
// NOTE: The size remains the same unless the view frustum or cascade configuration is modified.
284
let body_diagonal = (frustum_corners[0] - frustum_corners[6]).length_squared();
285
let far_plane_diagonal = (frustum_corners[4] - frustum_corners[6]).length_squared();
286
let cascade_diameter = body_diagonal.max(far_plane_diagonal).sqrt().ceil();
287
288
// NOTE: If we ensure that cascade_texture_size is a power of 2, then as we made cascade_diameter an
289
// integer, cascade_texel_size is then an integer multiple of a power of 2 and can be
290
// exactly represented in a floating point value.
291
let cascade_texel_size = cascade_diameter / cascade_texture_size;
292
// NOTE: For shadow stability it is very important that the near_plane_center is at integer
293
// multiples of the texel size to be exactly representable in a floating point value.
294
let near_plane_center = Vec3A::new(
295
(0.5 * (min.x + max.x) / cascade_texel_size).floor() * cascade_texel_size,
296
(0.5 * (min.y + max.y) / cascade_texel_size).floor() * cascade_texel_size,
297
// NOTE: max.z is the near plane for right-handed y-up
298
max.z,
299
);
300
301
// It is critical for `cascade_from_world` to be stable. So rather than forming `world_from_cascade`
302
// and inverting it, which risks instability due to numerical precision, we directly form
303
// `cascade_from_world` as the reference material suggests.
304
let world_from_light_transpose = world_from_light.transpose();
305
let cascade_from_world = Mat4::from_cols(
306
world_from_light_transpose.x_axis,
307
world_from_light_transpose.y_axis,
308
world_from_light_transpose.z_axis,
309
(-near_plane_center).extend(1.0),
310
);
311
let world_from_cascade = Mat4::from_cols(
312
world_from_light.x_axis,
313
world_from_light.y_axis,
314
world_from_light.z_axis,
315
world_from_light * near_plane_center.extend(1.0),
316
);
317
318
// Right-handed orthographic projection, centered at `near_plane_center`.
319
// NOTE: This is different from the reference material, as we use reverse Z.
320
let r = (max.z - min.z).recip();
321
let clip_from_cascade = Mat4::from_cols(
322
Vec4::new(2.0 / cascade_diameter, 0.0, 0.0, 0.0),
323
Vec4::new(0.0, 2.0 / cascade_diameter, 0.0, 0.0),
324
Vec4::new(0.0, 0.0, r, 0.0),
325
Vec4::new(0.0, 0.0, 1.0, 1.0),
326
);
327
328
let clip_from_world = clip_from_cascade * cascade_from_world;
329
Cascade {
330
world_from_cascade,
331
clip_from_cascade,
332
clip_from_world,
333
texel_size: cascade_texel_size,
334
}
335
}
336
337