Skip to content

Commit

Permalink
Add orthographic camera support back to directional shadows (#7796)
Browse files Browse the repository at this point in the history
# Objective

Fixes #7797 

## Solution

This **seems** like a simple fix, but I'm not 100% confident and I may have messed up the math in some way. In particular, I'm not sure what I should be using for an FOV value.

However, this seems to be producing similar results to 0.9.

Here's the `orthographic` example with a default directional light.

edit: better screen grab below.
  • Loading branch information
rparrett committed Mar 2, 2023
1 parent 91ff782 commit a39c223
Showing 1 changed file with 62 additions and 50 deletions.
112 changes: 62 additions & 50 deletions crates/bevy_pbr/src/light.rs
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
use std::collections::HashSet;

use bevy_ecs::prelude::*;
use bevy_math::{Mat4, UVec2, UVec3, Vec2, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_math::{Mat4, Rect, UVec2, UVec3, Vec2, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_reflect::prelude::*;
use bevy_render::{
camera::Camera,
Expand Down Expand Up @@ -413,19 +413,12 @@ pub fn update_directional_light_cascades(
) {
let views = views
.iter()
.filter_map(|view| match view {
// TODO: orthographic camera projection support.
(entity, transform, Projection::Perspective(projection), camera)
if camera.is_active =>
{
Some((
entity,
projection.aspect_ratio,
(0.5 * projection.fov).tan(),
transform.compute_matrix(),
))
.filter_map(|(entity, transform, projection, camera)| {
if camera.is_active {
Some((entity, projection, transform.compute_matrix()))
} else {
None
}
_ => None,
})
.collect::<Vec<_>>();

Expand All @@ -444,27 +437,38 @@ pub fn update_directional_light_cascades(
let light_to_world_inverse = light_to_world.inverse();

cascades.cascades.clear();
for (view_entity, aspect_ratio, tan_half_fov, view_to_world) in views.iter().copied() {
for (view_entity, projection, view_to_world) in views.iter().copied() {
let camera_to_light_view = light_to_world_inverse * view_to_world;
let view_cascades = cascades_config
.bounds
.iter()
.enumerate()
.map(|(idx, far_bound)| {
// Negate bounds as -z is camera forward direction.
let z_near = if idx > 0 {
(1.0 - cascades_config.overlap_proportion)
* -cascades_config.bounds[idx - 1]
} else {
-cascades_config.minimum_distance
};
let z_far = -far_bound;

let corners = match projection {
Projection::Perspective(projection) => frustum_corners(
projection.aspect_ratio,
(projection.fov / 2.).tan(),
z_near,
z_far,
),
Projection::Orthographic(projection) => {
frustum_corners_ortho(projection.area, z_near, z_far)
}
};
calculate_cascade(
aspect_ratio,
tan_half_fov,
corners,
directional_light_shadow_map.size as f32,
light_to_world,
camera_to_light_view,
// Negate bounds as -z is camera forward direction.
if idx > 0 {
(1.0 - cascades_config.overlap_proportion)
* -cascades_config.bounds[idx - 1]
} else {
-cascades_config.minimum_distance
},
-far_bound,
)
})
.collect();
Expand All @@ -473,37 +477,45 @@ pub fn update_directional_light_cascades(
}
}

fn frustum_corners_ortho(area: Rect, z_near: f32, z_far: f32) -> [Vec3A; 8] {
// NOTE: These vertices are in the specific order required by [`calculate_cascade`].
[
Vec3A::new(area.max.x, area.min.y, z_near), // bottom right
Vec3A::new(area.max.x, area.max.y, z_near), // top right
Vec3A::new(area.min.x, area.max.y, z_near), // top left
Vec3A::new(area.min.x, area.min.y, z_near), // bottom left
Vec3A::new(area.max.x, area.min.y, z_far), // bottom right
Vec3A::new(area.max.x, area.max.y, z_far), // top right
Vec3A::new(area.min.x, area.max.y, z_far), // top left
Vec3A::new(area.min.x, area.min.y, z_far), // bottom left
]
}

fn frustum_corners(aspect_ratio: f32, tan_half_fov: f32, z_near: f32, z_far: f32) -> [Vec3A; 8] {
let a = z_near.abs() * tan_half_fov;
let b = z_far.abs() * tan_half_fov;
// NOTE: These vertices are in the specific order required by [`calculate_cascade`].
[
Vec3A::new(a * aspect_ratio, -a, z_near), // bottom right
Vec3A::new(a * aspect_ratio, a, z_near), // top right
Vec3A::new(-a * aspect_ratio, a, z_near), // top left
Vec3A::new(-a * aspect_ratio, -a, z_near), // bottom left
Vec3A::new(b * aspect_ratio, -b, z_far), // bottom right
Vec3A::new(b * aspect_ratio, b, z_far), // top right
Vec3A::new(-b * aspect_ratio, b, z_far), // top left
Vec3A::new(-b * aspect_ratio, -b, z_far), // bottom left
]
}

/// Returns a [`Cascade`] for the frustum defined by `frustum_corners`.
/// The corner vertices should be specified in the following order:
/// first the bottom right, top right, top left, bottom left for the near plane, then similar for the far plane.
fn calculate_cascade(
aspect_ratio: f32,
tan_half_fov: f32,
frustum_corners: [Vec3A; 8],
cascade_texture_size: f32,
light_to_world: Mat4,
camera_to_light: Mat4,
z_near: f32,
z_far: f32,
) -> Cascade {
debug_assert!(z_near <= 0.0, "z_near {z_near} must be <= 0.0");
debug_assert!(z_far <= 0.0, "z_far {z_far} must be <= 0.0");
// NOTE: This whole function is very sensitive to floating point precision and instability and
// has followed instructions to avoid view dependence from the section on cascade shadow maps in
// Eric Lengyel's Foundations of Game Engine Development 2: Rendering. Be very careful when
// modifying this code!

let a = z_near.abs() * tan_half_fov;
let b = z_far.abs() * tan_half_fov;
// NOTE: These vertices are in a specific order: bottom right, top right, top left, bottom left
// for near then for far
let frustum_corners = [
Vec3A::new(a * aspect_ratio, -a, z_near),
Vec3A::new(a * aspect_ratio, a, z_near),
Vec3A::new(-a * aspect_ratio, a, z_near),
Vec3A::new(-a * aspect_ratio, -a, z_near),
Vec3A::new(b * aspect_ratio, -b, z_far),
Vec3A::new(b * aspect_ratio, b, z_far),
Vec3A::new(-b * aspect_ratio, b, z_far),
Vec3A::new(-b * aspect_ratio, -b, z_far),
];

let mut min = Vec3A::splat(f32::MAX);
let mut max = Vec3A::splat(f32::MIN);
for corner_camera_view in frustum_corners {
Expand Down

0 comments on commit a39c223

Please sign in to comment.