Fix point light count limit (#16062)

# Objective

- I made a mistake in #15902, specifically [this
diff](e2faedb99c)
-- the `point_light_count` variable is used for all point lights, not
just shadow mapped ones, so I cannot add `.min(max_texture_cubes)`
there. (Despite `spot_light_count` having `.min(..)`)

It may have broken code like this (where `index` is index of
`point_light` vec):


9930df83ed/crates/bevy_pbr/src/render/light.rs (L848-L850)

and also causes panic here:

9930df83ed/crates/bevy_pbr/src/render/light.rs (L1173-L1174)

## Solution

- Adds `.min(max_texture_cubes)` directly to the loop where texture
views for point lights are created.

## Testing

- `lighting` example (with the directional light removed; original
example doesn't crash as only 1 directional-or-spot light in total is
shadow-mapped on webgl) no longer crashes on webgl
This commit is contained in:
akimakinai 2024-10-23 08:29:58 +09:00 committed by GitHub
parent 2223f6ec3a
commit 50d38f2757
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@ -749,8 +749,7 @@ pub fn prepare_lights(
let point_light_count = point_lights
.iter()
.filter(|light| light.1.spot_light_angles.is_none())
.count()
.min(max_texture_cubes);
.count();
let point_light_volumetric_enabled_count = point_lights
.iter()
@ -1060,7 +1059,7 @@ pub fn prepare_lights(
for &(light_entity, light, (point_light_frusta, _)) in point_lights
.iter()
// Lights are sorted, shadow enabled lights are first
.take(point_light_count)
.take(point_light_count.min(max_texture_cubes))
{
let Ok(mut light_view_entities) = light_view_entities.get_mut(light_entity) else {
continue;