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Take DirectionalLight's GlobalTransform into account when calculating…
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… shadow map volume (not just direction) (#6384)

# Objective

This PR fixes #5789, by enabling movable (and scalable) directional light shadow volumes.

## Solution

This PR changes `ExtractedDirectionalLight` to hold a copy of the `DirectionalLight` entity's `GlobalTransform`, instead of just a `direction` vector. This allows the shadow map volume (as defined by the light's `shadow_projection` field) to be transformed honoring translation _and_ scale transforms, and not just rotation.

It also augments the texel size calculation (used to determine the `shadow_normal_bias`) so that it now takes into account the upper bound of the x/y/z scale of the `GlobalTransform`.

This change makes the directional light extraction code more consistent with point and spot lights (that already use `transform`), and allows easily moving and scaling the shadow volume along with a player entity based on camera distance/angle, immediately enabling more real world use cases until we have a more sophisticated adaptive implementation, such as the one described in #3629.

**Note:** While it was previously possible to update the projection achieving a similar effect, depending on the light direction and distance to the origin, the fact that the shadow map camera was always positioned at the origin with a hardcoded `Vec3::Y` up value meant you would get sub-optimal or inconsistent/incorrect results.

---

## Changelog

### Changed

- `DirectionalLight` shadow volumes now honor translation and scale transforms

## Migration Guide

- If your directional lights were positioned at the origin and not scaled (the default, most common scenario) no changes are needed on your part; it just works as before;
- If you previously had a system for dynamically updating directional light shadow projections, you might now be able to simplify your code by updating the directional light entity's transform instead;
- In the unlikely scenario that a scene with directional lights that previously rendered shadows correctly has missing shadows, make sure your directional lights are positioned at (0, 0, 0) and are not scaled to a size that's too large or too small.
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coreh committed Nov 4, 2022
1 parent 1fe3589 commit 1bd3d85
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Showing 2 changed files with 53 additions and 24 deletions.
39 changes: 39 additions & 0 deletions crates/bevy_pbr/src/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -167,13 +167,51 @@ impl Default for SpotLight {
/// | 32,000–100,000 | Direct sunlight |
///
/// Source: [Wikipedia](https://en.wikipedia.org/wiki/Lux)
///
/// ## Shadows
///
/// To enable shadows, set the `shadows_enabled` property to `true`.
///
/// While directional lights contribute to the illumination of meshes regardless
/// of their (or the meshes') positions, currently only a limited region of the scene
/// (the _shadow volume_) can cast and receive shadows for any given directional light.
///
/// The shadow volume is a _rectangular cuboid_, with left/right/bottom/top/near/far
/// planes controllable via the `shadow_projection` field. It is affected by the
/// directional light entity's [`GlobalTransform`], and as such can be freely repositioned in the
/// scene, (or even scaled!) without affecting illumination in any other way, by simply
/// moving (or scaling) the entity around. The shadow volume is always oriented towards the
/// light entity's forward direction.
///
/// For smaller scenes, a static directional light with a preset volume is typically
/// sufficient. For larger scenes with movable cameras, you might want to introduce
/// a system that dynamically repositions and scales the light entity (and therefore
/// its shadow volume) based on the scene subject's position (e.g. a player character)
/// and its relative distance to the camera.
///
/// Shadows are produced via [shadow mapping](https://en.wikipedia.org/wiki/Shadow_mapping).
/// To control the resolution of the shadow maps, use the [`DirectionalLightShadowMap`] resource:
///
/// ```
/// # use bevy_app::prelude::*;
/// # use bevy_pbr::DirectionalLightShadowMap;
/// App::new()
/// .insert_resource(DirectionalLightShadowMap { size: 2048 });
/// ```
///
/// **Note:** Very large shadow map resolutions (> 4K) can have non-negligible performance and
/// memory impact, and not work properly under mobile or lower-end hardware. To improve the visual
/// fidelity of shadow maps, it's typically advisable to first reduce the `shadow_projection`
/// left/right/top/bottom to a scene-appropriate size, before ramping up the shadow map
/// resolution.
#[derive(Component, Debug, Clone, Reflect)]
#[reflect(Component, Default)]
pub struct DirectionalLight {
pub color: Color,
/// Illuminance in lux
pub illuminance: f32,
pub shadows_enabled: bool,
/// A projection that controls the volume in which shadow maps are rendered
pub shadow_projection: OrthographicProjection,
pub shadow_depth_bias: f32,
/// A bias applied along the direction of the fragment's surface normal. It is scaled to the
Expand Down Expand Up @@ -208,6 +246,7 @@ impl DirectionalLight {
pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 0.6;
}

/// Controls the resolution of [`DirectionalLight`] shadow maps.
#[derive(Resource, Clone, Debug, Reflect)]
#[reflect(Resource)]
pub struct DirectionalLightShadowMap {
Expand Down
38 changes: 14 additions & 24 deletions crates/bevy_pbr/src/render/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ use bevy_ecs::{
prelude::*,
system::{lifetimeless::*, SystemParamItem},
};
use bevy_math::{Mat4, UVec3, UVec4, Vec2, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_math::{Mat4, UVec3, UVec4, Vec2, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_render::{
camera::{Camera, CameraProjection},
color::Color,
Expand Down Expand Up @@ -66,7 +66,7 @@ pub struct ExtractedPointLight {
pub struct ExtractedDirectionalLight {
color: Color,
illuminance: f32,
direction: Vec3,
transform: GlobalTransform,
projection: Mat4,
shadows_enabled: bool,
shadow_depth_bias: f32,
Expand Down Expand Up @@ -550,32 +550,27 @@ pub fn extract_lights(
continue;
}

// Calulate the directional light shadow map texel size using the largest x,y dimension of
// Calculate the directional light shadow map texel size using the scaled x,y length of
// the orthographic projection divided by the shadow map resolution
// NOTE: When using various PCF kernel sizes, this will need to be adjusted, according to:
// https://catlikecoding.com/unity/tutorials/custom-srp/directional-shadows/
let largest_dimension = (directional_light.shadow_projection.right
- directional_light.shadow_projection.left)
.max(
directional_light.shadow_projection.top
- directional_light.shadow_projection.bottom,
);
let directional_light_texel_size =
largest_dimension / directional_light_shadow_map.size as f32;
let directional_light_texel_size = transform.radius_vec3a(Vec3A::new(
directional_light.shadow_projection.right - directional_light.shadow_projection.left,
directional_light.shadow_projection.top - directional_light.shadow_projection.bottom,
0.,
)) / directional_light_shadow_map.size as f32;
// TODO: As above
let render_visible_entities = visible_entities.clone();
commands.get_or_spawn(entity).insert((
ExtractedDirectionalLight {
color: directional_light.color,
illuminance: directional_light.illuminance,
direction: transform.forward(),
transform: *transform,
projection: directional_light.shadow_projection.get_projection_matrix(),
shadows_enabled: directional_light.shadows_enabled,
shadow_depth_bias: directional_light.shadow_depth_bias,
// The factor of SQRT_2 is for the worst-case diagonal offset
shadow_normal_bias: directional_light.shadow_normal_bias
* directional_light_texel_size
* std::f32::consts::SQRT_2,
* directional_light_texel_size,
},
render_visible_entities,
));
Expand Down Expand Up @@ -947,7 +942,7 @@ pub fn prepare_lights(
}

// direction is negated to be ready for N.L
let dir_to_light = -light.direction;
let dir_to_light = light.transform.back();

// convert from illuminance (lux) to candelas
//
Expand All @@ -961,9 +956,8 @@ pub fn prepare_lights(
let exposure = 1.0 / (f32::powf(2.0, ev100) * 1.2);
let intensity = light.illuminance * exposure;

// NOTE: A directional light seems to have to have an eye position on the line along the direction of the light
// through the world origin. I (Rob Swain) do not yet understand why it cannot be translated away from this.
let view = Mat4::look_at_rh(Vec3::ZERO, light.direction, Vec3::Y);
// NOTE: For the purpose of rendering shadow maps, we apply the directional light's transform to an orthographic camera
let view = light.transform.compute_matrix().inverse();
// NOTE: This orthographic projection defines the volume within which shadows from a directional light can be cast
let projection = light.projection;

Expand Down Expand Up @@ -1175,10 +1169,6 @@ pub fn prepare_lights(
.enumerate()
.take(directional_shadow_maps_count)
{
// NOTE: A directional light seems to have to have an eye position on the line along the direction of the light
// through the world origin. I (Rob Swain) do not yet understand why it cannot be translated away from this.
let view = Mat4::look_at_rh(Vec3::ZERO, light.direction, Vec3::Y);

let depth_texture_view =
directional_light_depth_texture
.texture
Expand Down Expand Up @@ -1206,7 +1196,7 @@ pub fn prepare_lights(
directional_light_shadow_map.size as u32,
directional_light_shadow_map.size as u32,
),
transform: GlobalTransform::from(view.inverse()),
transform: light.transform,
projection: light.projection,
hdr: false,
},
Expand Down

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