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Per-light toggleable shadow mapping (#3126)
# Objective Allow shadow mapping to be enabled/disabled per-light. ## Solution - NOTE: This PR is on top of https://github.com/bevyengine/bevy/pull/3072 - Add `shadows_enabled` boolean property to `PointLight` and `DirectionalLight` components. - Do not update the frusta for the light if shadows are disabled. - Do not check for visible entities for the light if shadows are disabled. - Do not fetch shadows for lights with shadows disabled. - I reworked a few types for clarity: `ViewLight` -> `ShadowView`, the bulk of `ViewLights` members -> `ViewShadowBindings`, the entities Vec in `ViewLights` -> `ViewLightEntities`, the uniform offset in `ViewLights` for `GpuLights` -> `ViewLightsUniformOffset` Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This commit is contained in:
parent
2e79951659
commit
a7729319cc
5 changed files with 204 additions and 103 deletions
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@ -33,6 +33,7 @@ pub struct PointLight {
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pub intensity: f32,
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pub range: f32,
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pub radius: f32,
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pub shadows_enabled: bool,
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pub shadow_depth_bias: f32,
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/// A bias applied along the direction of the fragment's surface normal. It is scaled to the
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/// shadow map's texel size so that it can be small close to the camera and gets larger further
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@ -48,6 +49,7 @@ impl Default for PointLight {
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intensity: 800.0, // Roughly a 60W non-halogen incandescent bulb
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range: 20.0,
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radius: 0.0,
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shadows_enabled: false,
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shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
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shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
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}
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@ -101,6 +103,7 @@ pub struct DirectionalLight {
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pub color: Color,
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/// Illuminance in lux
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pub illuminance: f32,
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pub shadows_enabled: bool,
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pub shadow_projection: OrthographicProjection,
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pub shadow_depth_bias: f32,
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/// A bias applied along the direction of the fragment's surface normal. It is scaled to the
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@ -114,6 +117,7 @@ impl Default for DirectionalLight {
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DirectionalLight {
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color: Color::rgb(1.0, 1.0, 1.0),
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illuminance: 100000.0,
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shadows_enabled: false,
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shadow_projection: OrthographicProjection {
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left: -size,
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right: size,
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@ -178,6 +182,13 @@ pub fn update_directional_light_frusta(
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mut views: Query<(&GlobalTransform, &DirectionalLight, &mut Frustum)>,
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) {
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for (transform, directional_light, mut frustum) in views.iter_mut() {
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// The frustum is used for culling meshes to the light for shadow mapping
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// so if shadow mapping is disabled for this light, then the frustum is
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// not needed.
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if !directional_light.shadows_enabled {
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continue;
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}
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let view_projection = directional_light.shadow_projection.get_projection_matrix()
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* transform.compute_matrix().inverse();
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*frustum = Frustum::from_view_projection(
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@ -199,6 +210,13 @@ pub fn update_point_light_frusta(
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.collect::<Vec<_>>();
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for (transform, point_light, mut cubemap_frusta) in views.iter_mut() {
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// The frusta are used for culling meshes to the light for shadow mapping
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// so if shadow mapping is disabled for this light, then the frusta are
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// not needed.
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if !point_light.shadows_enabled {
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continue;
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}
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// ignore scale because we don't want to effectively scale light radius and range
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// by applying those as a view transform to shadow map rendering of objects
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// and ignore rotation because we want the shadow map projections to align with the axes
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@ -227,10 +245,12 @@ pub fn check_light_visibility(
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&mut CubemapVisibleEntities,
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Option<&RenderLayers>,
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)>,
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mut directional_lights: Query<
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(&Frustum, &mut VisibleEntities, Option<&RenderLayers>),
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With<DirectionalLight>,
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>,
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mut directional_lights: Query<(
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&DirectionalLight,
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&Frustum,
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&mut VisibleEntities,
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Option<&RenderLayers>,
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)>,
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mut visible_entity_query: Query<
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(
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Entity,
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@ -244,8 +264,16 @@ pub fn check_light_visibility(
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>,
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) {
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// Directonal lights
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for (frustum, mut visible_entities, maybe_view_mask) in directional_lights.iter_mut() {
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for (directional_light, frustum, mut visible_entities, maybe_view_mask) in
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directional_lights.iter_mut()
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{
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visible_entities.entities.clear();
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// NOTE: If shadow mapping is disabled for the light then it must have no visible entities
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if !directional_light.shadows_enabled {
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continue;
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}
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let view_mask = maybe_view_mask.copied().unwrap_or_default();
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for (
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@ -288,6 +316,12 @@ pub fn check_light_visibility(
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for visible_entities in cubemap_visible_entities.iter_mut() {
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visible_entities.entities.clear();
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}
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// NOTE: If shadow mapping is disabled for the light then it must have no visible entities
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if !point_light.shadows_enabled {
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continue;
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}
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let view_mask = maybe_view_mask.copied().unwrap_or_default();
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let light_sphere = Sphere {
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center: transform.translation,
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@ -50,6 +50,7 @@ pub struct ExtractedPointLight {
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range: f32,
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radius: f32,
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transform: GlobalTransform,
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shadows_enabled: bool,
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shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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}
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@ -61,6 +62,7 @@ pub struct ExtractedDirectionalLight {
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illuminance: f32,
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direction: Vec3,
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projection: Mat4,
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shadows_enabled: bool,
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shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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}
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@ -77,20 +79,42 @@ pub struct GpuPointLight {
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radius: f32,
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near: f32,
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far: f32,
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flags: u32,
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shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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}
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// NOTE: These must match the bit flags in bevy_pbr2/src/render/pbr.frag!
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bitflags::bitflags! {
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#[repr(transparent)]
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struct PointLightFlags: u32 {
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const SHADOWS_ENABLED = (1 << 0);
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const NONE = 0;
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const UNINITIALIZED = 0xFFFF;
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, AsStd140, Default, Debug)]
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pub struct GpuDirectionalLight {
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view_projection: Mat4,
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color: Vec4,
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dir_to_light: Vec3,
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flags: u32,
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shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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}
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// NOTE: These must match the bit flags in bevy_pbr2/src/render/pbr.frag!
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bitflags::bitflags! {
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#[repr(transparent)]
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struct DirectionalLightFlags: u32 {
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const SHADOWS_ENABLED = (1 << 0);
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const NONE = 0;
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const UNINITIALIZED = 0xFFFF;
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsStd140)]
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pub struct GpuLights {
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@ -328,6 +352,7 @@ pub fn extract_lights(
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range: point_light.range,
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radius: point_light.radius,
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transform: *transform,
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shadows_enabled: point_light.shadows_enabled,
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shadow_depth_bias: point_light.shadow_depth_bias,
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// The factor of SQRT_2 is for the worst-case diagonal offset
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shadow_normal_bias: point_light.shadow_normal_bias
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@ -357,6 +382,7 @@ pub fn extract_lights(
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illuminance: directional_light.illuminance,
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direction: transform.forward(),
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projection: directional_light.shadow_projection.get_projection_matrix(),
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shadows_enabled: directional_light.shadows_enabled,
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shadow_depth_bias: directional_light.shadow_depth_bias,
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// The factor of SQRT_2 is for the worst-case diagonal offset
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shadow_normal_bias: directional_light.shadow_normal_bias
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@ -424,18 +450,24 @@ fn face_index_to_name(face_index: usize) -> &'static str {
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}
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}
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pub struct ViewLight {
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pub struct ShadowView {
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pub depth_texture_view: TextureView,
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pub pass_name: String,
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}
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pub struct ViewLights {
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pub struct ViewShadowBindings {
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pub point_light_depth_texture: Texture,
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pub point_light_depth_texture_view: TextureView,
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pub directional_light_depth_texture: Texture,
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pub directional_light_depth_texture_view: TextureView,
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}
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pub struct ViewLightEntities {
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pub lights: Vec<Entity>,
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pub gpu_light_binding_index: u32,
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}
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pub struct ViewLightsUniformOffset {
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pub offset: u32,
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}
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#[derive(Default)]
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@ -524,54 +556,59 @@ pub fn prepare_lights(
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};
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// TODO: this should select lights based on relevance to the view instead of the first ones that show up in a query
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for (light_index, (light_entity, light)) in
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point_lights.iter().enumerate().take(MAX_POINT_LIGHTS)
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{
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for (light_index, (light_entity, light)) in point_lights.iter().enumerate() {
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// ignore scale because we don't want to effectively scale light radius and range
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// by applying those as a view transform to shadow map rendering of objects
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// and ignore rotation because we want the shadow map projections to align with the axes
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let view_translation = GlobalTransform::from_translation(light.transform.translation);
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for (face_index, view_rotation) in cube_face_rotations.iter().enumerate() {
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let depth_texture_view =
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point_light_depth_texture
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.texture
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.create_view(&TextureViewDescriptor {
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label: Some("point_light_shadow_map_texture_view"),
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format: None,
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dimension: Some(TextureViewDimension::D2),
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aspect: TextureAspect::All,
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base_mip_level: 0,
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mip_level_count: None,
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base_array_layer: (light_index * 6 + face_index) as u32,
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array_layer_count: NonZeroU32::new(1),
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});
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if light.shadows_enabled {
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for (face_index, view_rotation) in cube_face_rotations.iter().enumerate() {
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let depth_texture_view =
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point_light_depth_texture
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.texture
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.create_view(&TextureViewDescriptor {
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label: Some("point_light_shadow_map_texture_view"),
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format: None,
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dimension: Some(TextureViewDimension::D2),
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aspect: TextureAspect::All,
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base_mip_level: 0,
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mip_level_count: None,
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base_array_layer: (light_index * 6 + face_index) as u32,
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array_layer_count: NonZeroU32::new(1),
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});
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let view_light_entity = commands
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.spawn()
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.insert_bundle((
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ViewLight {
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depth_texture_view,
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pass_name: format!(
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"shadow pass point light {} {}",
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light_index,
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face_index_to_name(face_index)
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),
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},
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ExtractedView {
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width: point_light_shadow_map.size as u32,
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height: point_light_shadow_map.size as u32,
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transform: view_translation * *view_rotation,
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projection: cube_face_projection,
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},
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RenderPhase::<Shadow>::default(),
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LightEntity::Point {
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light_entity,
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face_index,
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},
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))
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.id();
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view_lights.push(view_light_entity);
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let view_light_entity = commands
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.spawn()
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.insert_bundle((
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ShadowView {
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depth_texture_view,
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pass_name: format!(
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"shadow pass point light {} {}",
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light_index,
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face_index_to_name(face_index)
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),
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},
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ExtractedView {
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width: point_light_shadow_map.size as u32,
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height: point_light_shadow_map.size as u32,
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transform: view_translation * *view_rotation,
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projection: cube_face_projection,
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},
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RenderPhase::<Shadow>::default(),
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LightEntity::Point {
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light_entity,
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face_index,
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},
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))
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.id();
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view_lights.push(view_light_entity);
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}
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}
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let mut flags = PointLightFlags::NONE;
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if light.shadows_enabled {
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flags |= PointLightFlags::SHADOWS_ENABLED;
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}
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gpu_lights.point_lights[light_index] = GpuPointLight {
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@ -584,6 +621,7 @@ pub fn prepare_lights(
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inverse_square_range: 1.0 / (light.range * light.range),
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near: 0.1,
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far: light.range,
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flags: flags.bits,
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shadow_depth_bias: light.shadow_depth_bias,
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shadow_normal_bias: light.shadow_normal_bias,
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};
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@ -616,6 +654,11 @@ pub fn prepare_lights(
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// NOTE: This orthographic projection defines the volume within which shadows from a directional light can be cast
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let projection = light.projection;
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let mut flags = DirectionalLightFlags::NONE;
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if light.shadows_enabled {
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flags |= DirectionalLightFlags::SHADOWS_ENABLED;
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}
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gpu_lights.directional_lights[i] = GpuDirectionalLight {
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// premultiply color by intensity
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// we don't use the alpha at all, so no reason to multiply only [0..3]
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@ -623,42 +666,45 @@ pub fn prepare_lights(
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dir_to_light,
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// NOTE: * view is correct, it should not be view.inverse() here
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view_projection: projection * view,
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flags: flags.bits,
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shadow_depth_bias: light.shadow_depth_bias,
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shadow_normal_bias: light.shadow_normal_bias,
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};
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let depth_texture_view =
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directional_light_depth_texture
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.texture
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.create_view(&TextureViewDescriptor {
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label: Some("directional_light_shadow_map_texture_view"),
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format: None,
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dimension: Some(TextureViewDimension::D2),
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aspect: TextureAspect::All,
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base_mip_level: 0,
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mip_level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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});
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if light.shadows_enabled {
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let depth_texture_view =
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directional_light_depth_texture
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.texture
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.create_view(&TextureViewDescriptor {
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label: Some("directional_light_shadow_map_texture_view"),
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format: None,
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dimension: Some(TextureViewDimension::D2),
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aspect: TextureAspect::All,
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base_mip_level: 0,
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mip_level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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});
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let view_light_entity = commands
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.spawn()
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.insert_bundle((
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ViewLight {
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depth_texture_view,
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pass_name: format!("shadow pass directional light {}", i),
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},
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ExtractedView {
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width: directional_light_shadow_map.size as u32,
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height: directional_light_shadow_map.size as u32,
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transform: GlobalTransform::from_matrix(view.inverse()),
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projection,
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},
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RenderPhase::<Shadow>::default(),
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LightEntity::Directional { light_entity },
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))
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.id();
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view_lights.push(view_light_entity);
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let view_light_entity = commands
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.spawn()
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.insert_bundle((
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ShadowView {
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depth_texture_view,
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pass_name: format!("shadow pass directional light {}", i),
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},
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ExtractedView {
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width: directional_light_shadow_map.size as u32,
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height: directional_light_shadow_map.size as u32,
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transform: GlobalTransform::from_matrix(view.inverse()),
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projection,
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},
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RenderPhase::<Shadow>::default(),
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LightEntity::Directional { light_entity },
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))
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.id();
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view_lights.push(view_light_entity);
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}
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}
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let point_light_depth_texture_view =
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point_light_depth_texture
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|
@ -686,14 +732,20 @@ pub fn prepare_lights(
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array_layer_count: None,
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});
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commands.entity(entity).insert(ViewLights {
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point_light_depth_texture: point_light_depth_texture.texture,
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point_light_depth_texture_view,
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directional_light_depth_texture: directional_light_depth_texture.texture,
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directional_light_depth_texture_view,
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lights: view_lights,
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gpu_light_binding_index: light_meta.view_gpu_lights.push(gpu_lights),
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});
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commands.entity(entity).insert_bundle((
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ViewShadowBindings {
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point_light_depth_texture: point_light_depth_texture.texture,
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point_light_depth_texture_view,
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directional_light_depth_texture: directional_light_depth_texture.texture,
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directional_light_depth_texture_view,
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},
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ViewLightEntities {
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lights: view_lights,
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},
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ViewLightsUniformOffset {
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offset: light_meta.view_gpu_lights.push(gpu_lights),
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},
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));
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}
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light_meta
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|
@ -728,12 +780,12 @@ pub fn queue_shadows(
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render_meshes: Res<RenderAssets<Mesh>>,
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mut pipelines: ResMut<SpecializedPipelines<ShadowPipeline>>,
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mut pipeline_cache: ResMut<RenderPipelineCache>,
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mut view_lights: Query<&ViewLights>,
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view_lights: Query<&ViewLightEntities>,
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mut view_light_shadow_phases: Query<(&LightEntity, &mut RenderPhase<Shadow>)>,
|
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point_light_entities: Query<&CubemapVisibleEntities, With<ExtractedPointLight>>,
|
||||
directional_light_entities: Query<&VisibleEntities, With<ExtractedDirectionalLight>>,
|
||||
) {
|
||||
for view_lights in view_lights.iter_mut() {
|
||||
for view_lights in view_lights.iter() {
|
||||
let draw_shadow_mesh = shadow_draw_functions
|
||||
.read()
|
||||
.get_id::<DrawShadowMesh>()
|
||||
|
@ -753,6 +805,8 @@ pub fn queue_shadows(
|
|||
.expect("Failed to get point light visible entities")
|
||||
.get(*face_index),
|
||||
};
|
||||
// NOTE: Lights with shadow mapping disabled will have no visible entities
|
||||
// so no meshes will be queued
|
||||
for VisibleEntity { entity, .. } in visible_entities.iter() {
|
||||
let mut key = ShadowPipelineKey::empty();
|
||||
if let Ok(mesh_handle) = casting_meshes.get(*entity) {
|
||||
|
@ -811,8 +865,8 @@ impl CachedPipelinePhaseItem for Shadow {
|
|||
}
|
||||
|
||||
pub struct ShadowPassNode {
|
||||
main_view_query: QueryState<&'static ViewLights>,
|
||||
view_light_query: QueryState<(&'static ViewLight, &'static RenderPhase<Shadow>)>,
|
||||
main_view_query: QueryState<&'static ViewLightEntities>,
|
||||
view_light_query: QueryState<(&'static ShadowView, &'static RenderPhase<Shadow>)>,
|
||||
}
|
||||
|
||||
impl ShadowPassNode {
|
||||
|
|
|
@ -1,4 +1,7 @@
|
|||
use crate::{LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline, ViewLights};
|
||||
use crate::{
|
||||
LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline, ViewLightsUniformOffset,
|
||||
ViewShadowBindings,
|
||||
};
|
||||
use bevy_app::Plugin;
|
||||
use bevy_asset::{Assets, Handle, HandleUntyped};
|
||||
use bevy_ecs::{
|
||||
|
@ -523,13 +526,13 @@ pub fn queue_mesh_view_bind_groups(
|
|||
shadow_pipeline: Res<ShadowPipeline>,
|
||||
light_meta: Res<LightMeta>,
|
||||
view_uniforms: Res<ViewUniforms>,
|
||||
mut views: Query<(Entity, &ViewLights)>,
|
||||
mut views: Query<(Entity, &ViewShadowBindings)>,
|
||||
) {
|
||||
if let (Some(view_binding), Some(light_binding)) = (
|
||||
view_uniforms.uniforms.binding(),
|
||||
light_meta.view_gpu_lights.binding(),
|
||||
) {
|
||||
for (entity, view_lights) in views.iter_mut() {
|
||||
for (entity, view_shadow_bindings) in views.iter_mut() {
|
||||
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
||||
entries: &[
|
||||
BindGroupEntry {
|
||||
|
@ -543,7 +546,7 @@ pub fn queue_mesh_view_bind_groups(
|
|||
BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: BindingResource::TextureView(
|
||||
&view_lights.point_light_depth_texture_view,
|
||||
&view_shadow_bindings.point_light_depth_texture_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
|
@ -553,7 +556,7 @@ pub fn queue_mesh_view_bind_groups(
|
|||
BindGroupEntry {
|
||||
binding: 4,
|
||||
resource: BindingResource::TextureView(
|
||||
&view_lights.directional_light_depth_texture_view,
|
||||
&view_shadow_bindings.directional_light_depth_texture_view,
|
||||
),
|
||||
},
|
||||
BindGroupEntry {
|
||||
|
@ -578,7 +581,7 @@ pub struct SetMeshViewBindGroup<const I: usize>;
|
|||
impl<const I: usize> EntityRenderCommand for SetMeshViewBindGroup<I> {
|
||||
type Param = SQuery<(
|
||||
Read<ViewUniformOffset>,
|
||||
Read<ViewLights>,
|
||||
Read<ViewLightsUniformOffset>,
|
||||
Read<MeshViewBindGroup>,
|
||||
)>;
|
||||
#[inline]
|
||||
|
@ -592,7 +595,7 @@ impl<const I: usize> EntityRenderCommand for SetMeshViewBindGroup<I> {
|
|||
pass.set_bind_group(
|
||||
I,
|
||||
&mesh_view_bind_group.value,
|
||||
&[view_uniform.offset, view_lights.gpu_light_binding_index],
|
||||
&[view_uniform.offset, view_lights.offset],
|
||||
);
|
||||
|
||||
RenderCommandResult::Success
|
||||
|
|
|
@ -13,18 +13,26 @@ struct PointLight {
|
|||
radius: f32;
|
||||
near: f32;
|
||||
far: f32;
|
||||
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
|
||||
flags: u32;
|
||||
shadow_depth_bias: f32;
|
||||
shadow_normal_bias: f32;
|
||||
};
|
||||
|
||||
let POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT: u32 = 1u;
|
||||
|
||||
struct DirectionalLight {
|
||||
view_projection: mat4x4<f32>;
|
||||
color: vec4<f32>;
|
||||
direction_to_light: vec3<f32>;
|
||||
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
|
||||
flags: u32;
|
||||
shadow_depth_bias: f32;
|
||||
shadow_normal_bias: f32;
|
||||
};
|
||||
|
||||
let DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT: u32 = 1u;
|
||||
|
||||
[[block]]
|
||||
struct Lights {
|
||||
// NOTE: this array size must be kept in sync with the constants defined bevy_pbr2/src/render/light.rs
|
||||
|
@ -47,4 +55,4 @@ var point_shadow_textures_sampler: sampler_comparison;
|
|||
[[group(0), binding(4)]]
|
||||
var directional_shadow_textures: texture_depth_2d_array;
|
||||
[[group(0), binding(5)]]
|
||||
var directional_shadow_textures_sampler: sampler_comparison;
|
||||
var directional_shadow_textures_sampler: sampler_comparison;
|
||||
|
|
|
@ -500,7 +500,8 @@ fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
|
|||
for (var i: i32 = 0; i < n_point_lights; i = i + 1) {
|
||||
let light = lights.point_lights[i];
|
||||
var shadow: f32;
|
||||
if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u) {
|
||||
if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
|
||||
|| (light.flags & POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
|
||||
shadow = fetch_point_shadow(i, in.world_position, in.world_normal);
|
||||
} else {
|
||||
shadow = 1.0;
|
||||
|
@ -511,7 +512,8 @@ fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
|
|||
for (var i: i32 = 0; i < n_directional_lights; i = i + 1) {
|
||||
let light = lights.directional_lights[i];
|
||||
var shadow: f32;
|
||||
if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u) {
|
||||
if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
|
||||
|| (light.flags & DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
|
||||
shadow = fetch_directional_shadow(i, in.world_position, in.world_normal);
|
||||
} else {
|
||||
shadow = 1.0;
|
||||
|
|
Loading…
Reference in a new issue