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use const Vec2 in lights cluster and bounding box when possible (#4602)
# Objective - noticed a few Vec3 and Vec2 that could be const ## Solution - Declared them as const - It seems to make a tiny improvement in example `many_light`, but given that the change is not complex at all it could still be worth it
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1 changed files with 18 additions and 16 deletions
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@ -2,7 +2,9 @@ use std::collections::HashSet;
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use bevy_asset::Assets;
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use bevy_ecs::prelude::*;
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use bevy_math::{Mat4, UVec2, UVec3, Vec2, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles};
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use bevy_math::{
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const_vec2, Mat4, UVec2, UVec3, Vec2, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles,
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};
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use bevy_reflect::prelude::*;
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use bevy_render::{
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camera::{Camera, CameraProjection, OrthographicProjection},
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@ -487,8 +489,7 @@ fn ndc_position_to_cluster(
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view_z: f32,
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) -> UVec3 {
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let cluster_dimensions_f32 = cluster_dimensions.as_vec3();
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let frag_coord =
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(ndc_p.xy() * Vec2::new(0.5, -0.5) + Vec2::splat(0.5)).clamp(Vec2::ZERO, Vec2::ONE);
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let frag_coord = (ndc_p.xy() * VEC2_HALF_NEGATIVE_Y + VEC2_HALF).clamp(Vec2::ZERO, Vec2::ONE);
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let xy = (frag_coord * cluster_dimensions_f32.xy()).floor();
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let z_slice = view_z_to_z_slice(
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cluster_factors,
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@ -501,6 +502,9 @@ fn ndc_position_to_cluster(
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.clamp(UVec3::ZERO, cluster_dimensions - UVec3::ONE)
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}
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const VEC2_HALF: Vec2 = const_vec2!([0.5, 0.5]);
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const VEC2_HALF_NEGATIVE_Y: Vec2 = const_vec2!([0.5, -0.5]);
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// Calculate bounds for the light using a view space aabb.
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// Returns a (Vec3, Vec3) containing min and max with
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// x and y in normalized device coordinates with range [-1, 1]
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@ -575,24 +579,22 @@ fn cluster_space_light_aabb(
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.max(light_aabb_ndc_xymax_far),
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);
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// pack unadjusted z depth into the vecs
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let (aabb_min, aabb_max) = (
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light_aabb_ndc_min.xy().extend(light_aabb_view_min.z),
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light_aabb_ndc_max.xy().extend(light_aabb_view_max.z),
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// clamp to ndc coords without depth
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let (aabb_min_ndc, aabb_max_ndc) = (
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light_aabb_ndc_min.xy().clamp(NDC_MIN, NDC_MAX),
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light_aabb_ndc_max.xy().clamp(NDC_MIN, NDC_MAX),
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);
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// clamp to ndc coords
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// pack unadjusted z depth into the vecs
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(
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aabb_min.clamp(
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Vec3::new(-1.0, -1.0, f32::MIN),
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Vec3::new(1.0, 1.0, f32::MAX),
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),
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aabb_max.clamp(
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Vec3::new(-1.0, -1.0, f32::MIN),
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Vec3::new(1.0, 1.0, f32::MAX),
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),
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aabb_min_ndc.extend(light_aabb_view_min.z),
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aabb_max_ndc.extend(light_aabb_view_max.z),
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)
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}
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const NDC_MIN: Vec2 = const_vec2!([-1.0, -1.0]);
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const NDC_MAX: Vec2 = const_vec2!([1.0, 1.0]);
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// Sort point lights with shadows enabled first, then by a stable key so that the index
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// can be used to limit the number of point light shadows to render based on the device and
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// we keep a stable set of lights visible
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