bevy/pipelined/bevy_pbr2/src/render/light.rs

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2021-06-02 02:59:17 +00:00
use crate::{render::MeshViewBindGroups, ExtractedMeshes, PointLight};
use bevy_ecs::{prelude::*, system::SystemState};
use bevy_math::{Mat4, Vec3, Vec4};
use bevy_render2::{
color::Color,
core_pipeline::Transparent3dPhase,
pass::*,
pipeline::*,
render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
render_phase::{Draw, DrawFunctions, RenderPhase, TrackedRenderPass},
render_resource::{DynamicUniformVec, SamplerId, TextureId, TextureViewId},
renderer::{RenderContext, RenderResources},
shader::{Shader, ShaderStage, ShaderStages},
texture::*,
view::{ExtractedView, ViewUniform},
};
use bevy_transform::components::GlobalTransform;
use crevice::std140::AsStd140;
use std::num::NonZeroU32;
pub struct ExtractedPointLight {
color: Color,
intensity: f32,
range: f32,
radius: f32,
transform: GlobalTransform,
}
#[repr(C)]
#[derive(Copy, Clone, AsStd140, Default, Debug)]
pub struct GpuLight {
color: Vec4,
range: f32,
radius: f32,
position: Vec3,
view_proj: Mat4,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsStd140)]
pub struct GpuLights {
len: u32,
lights: [GpuLight; MAX_POINT_LIGHTS],
}
// NOTE: this must be kept in sync MAX_POINT_LIGHTS in pbr.frag
pub const MAX_POINT_LIGHTS: usize = 10;
pub const SHADOW_SIZE: Extent3d = Extent3d {
width: 1024,
height: 1024,
depth_or_array_layers: MAX_POINT_LIGHTS as u32,
};
pub const SHADOW_FORMAT: TextureFormat = TextureFormat::Depth32Float;
pub struct ShadowShaders {
pub pipeline: PipelineId,
pub pipeline_descriptor: RenderPipelineDescriptor,
pub light_sampler: SamplerId,
}
// TODO: this pattern for initializing the shaders / pipeline isn't ideal. this should be handled by the asset system
impl FromWorld for ShadowShaders {
fn from_world(world: &mut World) -> Self {
let render_resources = world.get_resource::<RenderResources>().unwrap();
let vertex_shader = Shader::from_glsl(ShaderStage::Vertex, include_str!("pbr.vert"))
.get_spirv_shader(None)
.unwrap();
let vertex_layout = vertex_shader.reflect_layout(true).unwrap();
let mut pipeline_layout = PipelineLayout::from_shader_layouts(&mut [vertex_layout]);
let vertex = render_resources.create_shader_module(&vertex_shader);
pipeline_layout.vertex_buffer_descriptors = vec![VertexBufferLayout {
stride: 32,
name: "Vertex".into(),
step_mode: InputStepMode::Vertex,
attributes: vec![
// GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically)
VertexAttribute {
name: "Vertex_Position".into(),
format: VertexFormat::Float32x3,
offset: 12,
shader_location: 0,
},
VertexAttribute {
name: "Vertex_Normals".into(),
format: VertexFormat::Float32x3,
offset: 0,
shader_location: 1,
},
VertexAttribute {
name: "Vertex_Uv".into(),
format: VertexFormat::Float32x2,
offset: 24,
shader_location: 2,
},
],
}];
pipeline_layout.bind_group_mut(0).bindings[0].set_dynamic(true);
pipeline_layout.bind_group_mut(1).bindings[0].set_dynamic(true);
pipeline_layout.update_bind_group_ids();
let pipeline_descriptor = RenderPipelineDescriptor {
depth_stencil: Some(DepthStencilState {
format: SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::LessEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 2,
slope_scale: 2.0,
clamp: 0.0,
},
}),
primitive: PrimitiveState {
topology: PrimitiveTopology::TriangleList,
cull_mode: Some(Face::Back),
// TODO: detect if this feature is enabled
clamp_depth: false,
..Default::default()
},
color_target_states: vec![],
..RenderPipelineDescriptor::new(
ShaderStages {
vertex,
fragment: None,
},
pipeline_layout,
)
};
let pipeline = render_resources.create_render_pipeline(&pipeline_descriptor);
ShadowShaders {
pipeline,
pipeline_descriptor,
light_sampler: render_resources.create_sampler(&SamplerDescriptor {
address_mode_u: AddressMode::ClampToEdge,
address_mode_v: AddressMode::ClampToEdge,
address_mode_w: AddressMode::ClampToEdge,
mag_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
mipmap_filter: FilterMode::Nearest,
compare_function: Some(CompareFunction::LessEqual),
..Default::default()
}),
}
}
}
// TODO: ultimately these could be filtered down to lights relevant to actual views
pub fn extract_lights(
mut commands: Commands,
lights: Query<(Entity, &PointLight, &GlobalTransform)>,
) {
for (entity, light, transform) in lights.iter() {
commands.get_or_spawn(entity).insert(ExtractedPointLight {
color: light.color,
intensity: light.intensity,
range: light.range,
radius: light.radius,
transform: transform.clone(),
});
}
}
pub struct ViewLight {
pub depth_texture: TextureViewId,
}
pub struct ViewLights {
pub light_depth_texture: TextureId,
pub light_depth_texture_view: TextureViewId,
pub lights: Vec<Entity>,
pub gpu_light_binding_index: u32,
}
#[derive(Default)]
pub struct LightMeta {
pub view_gpu_lights: DynamicUniformVec<GpuLights>,
}
pub fn prepare_lights(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,
render_resources: Res<RenderResources>,
mut light_meta: ResMut<LightMeta>,
views: Query<Entity, With<RenderPhase<Transparent3dPhase>>>,
lights: Query<&ExtractedPointLight>,
) {
// PERF: view.iter().count() could be views.iter().len() if we implemented ExactSizeIterator for archetype-only filters
light_meta
.view_gpu_lights
.reserve_and_clear(views.iter().count(), &render_resources);
// set up light data for each view
for entity in views.iter() {
let light_depth_texture = texture_cache.get(
&render_resources,
TextureDescriptor {
size: SHADOW_SIZE,
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: SHADOW_FORMAT,
usage: TextureUsage::RENDER_ATTACHMENT | TextureUsage::SAMPLED,
..Default::default()
},
);
let mut view_lights = Vec::new();
let mut gpu_lights = GpuLights {
len: lights.iter().len() as u32,
lights: [GpuLight::default(); MAX_POINT_LIGHTS],
};
// TODO: this should select lights based on relevance to the view instead of the first ones that show up in a query
for (i, light) in lights.iter().enumerate().take(MAX_POINT_LIGHTS) {
let depth_texture_view = render_resources.create_texture_view(
light_depth_texture.texture,
TextureViewDescriptor {
format: None,
dimension: Some(TextureViewDimension::D2),
aspect: TextureAspect::All,
base_mip_level: 0,
level_count: None,
base_array_layer: i as u32,
array_layer_count: NonZeroU32::new(1),
},
);
let view_transform = GlobalTransform::from_translation(light.transform.translation)
.looking_at(Vec3::default(), Vec3::Y);
// TODO: configure light projection based on light configuration
let projection = Mat4::perspective_rh(1.0472, 1.0, 1.0, 20.0);
gpu_lights.lights[i] = GpuLight {
// premultiply color by intensity
// we don't use the alpha at all, so no reason to multiply only [0..3]
color: (light.color * light.intensity).into(),
radius: light.radius.into(),
position: light.transform.translation.into(),
range: 1.0 / (light.range * light.range),
// this could technically be copied to the gpu from the light's ViewUniforms
view_proj: projection * view_transform.compute_matrix().inverse(),
};
let view_light_entity = commands
.spawn()
.insert_bundle((
ViewLight {
depth_texture: depth_texture_view,
},
ExtractedView {
width: SHADOW_SIZE.width,
height: SHADOW_SIZE.height,
transform: view_transform.clone(),
projection,
},
RenderPhase::<ShadowPhase>::default(),
))
.id();
view_lights.push(view_light_entity);
}
commands.entity(entity).insert(ViewLights {
light_depth_texture: light_depth_texture.texture,
light_depth_texture_view: light_depth_texture.default_view,
lights: view_lights,
gpu_light_binding_index: light_meta.view_gpu_lights.push(gpu_lights),
});
}
light_meta
.view_gpu_lights
.write_to_staging_buffer(&render_resources);
}
// TODO: we can remove this once we move to RAII
pub fn cleanup_view_lights(render_resources: Res<RenderResources>, query: Query<&ViewLight>) {
for view_light in query.iter() {
render_resources.remove_texture_view(view_light.depth_texture);
}
}
pub struct ShadowPhase;
pub struct ShadowPassNode {
main_view_query: QueryState<&'static ViewLights>,
view_light_query: QueryState<(&'static ViewLight, &'static RenderPhase<ShadowPhase>)>,
}
impl ShadowPassNode {
pub const IN_VIEW: &'static str = "view";
pub fn new(world: &mut World) -> Self {
Self {
main_view_query: QueryState::new(world),
view_light_query: QueryState::new(world),
}
}
}
impl Node for ShadowPassNode {
fn input(&self) -> Vec<SlotInfo> {
vec![SlotInfo::new(ShadowPassNode::IN_VIEW, SlotType::Entity)]
}
fn update(&mut self, world: &mut World) {
self.main_view_query.update_archetypes(world);
self.view_light_query.update_archetypes(world);
}
fn run(
&self,
graph: &mut RenderGraphContext,
render_context: &mut dyn RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
let view_lights = self.main_view_query.get_manual(world, view_entity).unwrap();
for view_light_entity in view_lights.lights.iter().copied() {
let (view_light, shadow_phase) = self
.view_light_query
.get_manual(world, view_light_entity)
.unwrap();
let pass_descriptor = PassDescriptor {
color_attachments: Vec::new(),
depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
attachment: TextureAttachment::Id(view_light.depth_texture),
depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
sample_count: 1,
};
let draw_functions = world.get_resource::<DrawFunctions>().unwrap();
render_context.begin_render_pass(
&pass_descriptor,
&mut |render_pass: &mut dyn RenderPass| {
let mut draw_functions = draw_functions.write();
let mut tracked_pass = TrackedRenderPass::new(render_pass);
for drawable in shadow_phase.drawn_things.iter() {
let draw_function = draw_functions.get_mut(drawable.draw_function).unwrap();
draw_function.draw(
world,
&mut tracked_pass,
view_light_entity,
drawable.draw_key,
drawable.sort_key,
);
}
},
);
}
Ok(())
}
}
type DrawShadowMeshParams<'a> = (
Res<'a, ShadowShaders>,
Res<'a, ExtractedMeshes>,
Query<'a, (&'a ViewUniform, &'a MeshViewBindGroups)>,
);
pub struct DrawShadowMesh {
params: SystemState<DrawShadowMeshParams<'static>>,
}
impl DrawShadowMesh {
pub fn new(world: &mut World) -> Self {
Self {
params: SystemState::new(world),
}
}
}
impl Draw for DrawShadowMesh {
fn draw(
&mut self,
world: &World,
pass: &mut TrackedRenderPass,
view: Entity,
draw_key: usize,
_sort_key: usize,
) {
let (shadow_shaders, extracted_meshes, views) = self.params.get(world);
let (view_uniforms, mesh_view_bind_groups) = views.get(view).unwrap();
let layout = &shadow_shaders.pipeline_descriptor.layout;
let extracted_mesh = &extracted_meshes.meshes[draw_key];
pass.set_pipeline(shadow_shaders.pipeline);
pass.set_bind_group(
0,
layout.bind_group(0).id,
mesh_view_bind_groups.view_bind_group,
Some(&[view_uniforms.view_uniform_offset]),
);
pass.set_bind_group(
1,
layout.bind_group(1).id,
mesh_view_bind_groups.mesh_transform_bind_group,
Some(&[extracted_mesh.transform_binding_offset]),
);
pass.set_vertex_buffer(0, extracted_mesh.vertex_buffer, 0);
if let Some(index_info) = &extracted_mesh.index_info {
pass.set_index_buffer(index_info.buffer, 0, IndexFormat::Uint32);
pass.draw_indexed(0..index_info.count, 0, 0..1);
} else {
panic!("non-indexed drawing not supported yet")
}
}
}