mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
omni light -> point light
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parent
4099ef6aa2
commit
bc769d9641
7 changed files with 43 additions and 45 deletions
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@ -4,7 +4,7 @@ use bevy::{
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ecs::prelude::*,
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input::Input,
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math::{Quat, Vec3},
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pbr2::{OmniLight, OmniLightBundle, PbrBundle, StandardMaterial},
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pbr2::{PbrBundle, PointLight, PointLightBundle, StandardMaterial},
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prelude::{App, Assets, BuildChildren, KeyCode, Transform},
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render2::{
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camera::PerspectiveCameraBundle,
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@ -98,10 +98,10 @@ fn setup(
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// light
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commands
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.spawn_bundle(OmniLightBundle {
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.spawn_bundle(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(1.0, 2.0, 0.0),
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omni_light: OmniLight {
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point_light: PointLight {
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color: Color::RED,
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..Default::default()
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},
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@ -124,10 +124,10 @@ fn setup(
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// light
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commands
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.spawn_bundle(OmniLightBundle {
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.spawn_bundle(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(-1.0, 2.0, 0.0),
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omni_light: OmniLight {
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point_light: PointLight {
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color: Color::GREEN,
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..Default::default()
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},
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@ -150,10 +150,10 @@ fn setup(
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// light
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commands
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.spawn_bundle(OmniLightBundle {
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.spawn_bundle(PointLightBundle {
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// transform: Transform::from_xyz(5.0, 8.0, 2.0),
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transform: Transform::from_xyz(0.0, 4.0, 0.0),
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omni_light: OmniLight {
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point_light: PointLight {
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color: Color::BLUE,
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..Default::default()
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},
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@ -1,7 +1,7 @@
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use bevy::{
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ecs::prelude::*,
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math::Vec3,
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pbr2::{OmniLight, OmniLightBundle, PbrBundle, StandardMaterial},
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pbr2::{PbrBundle, PointLight, PointLightBundle, StandardMaterial},
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prelude::{App, Assets, Transform},
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render2::{
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camera::{OrthographicCameraBundle, OrthographicProjection},
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@ -64,9 +64,9 @@ fn setup(
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..Default::default()
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});
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// light
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commands.spawn_bundle(OmniLightBundle {
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(50.0, 50.0, 50.0)),
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omni_light: OmniLight {
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point_light: PointLight {
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intensity: 50000.,
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range: 100.,
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..Default::default()
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@ -1,4 +1,4 @@
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use crate::{OmniLight, StandardMaterial};
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use crate::{PointLight, StandardMaterial};
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use bevy_asset::Handle;
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use bevy_ecs::bundle::Bundle;
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use bevy_render2::mesh::Mesh;
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@ -25,8 +25,8 @@ impl Default for PbrBundle {
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/// A component bundle for "light" entities
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#[derive(Debug, Bundle, Default)]
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pub struct OmniLightBundle {
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pub omni_light: OmniLight,
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pub struct PointLightBundle {
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pub point_light: PointLight,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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}
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@ -2,19 +2,19 @@ use bevy_ecs::reflect::ReflectComponent;
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use bevy_reflect::Reflect;
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use bevy_render2::color::Color;
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/// An omnidirectional light
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/// A light that emits light in all directions from a central point.
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#[derive(Debug, Clone, Copy, Reflect)]
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#[reflect(Component)]
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pub struct OmniLight {
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pub struct PointLight {
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pub color: Color,
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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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}
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impl Default for OmniLight {
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impl Default for PointLight {
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fn default() -> Self {
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OmniLight {
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PointLight {
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color: Color::rgb(1.0, 1.0, 1.0),
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intensity: 200.0,
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range: 20.0,
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@ -1,4 +1,4 @@
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use crate::{AmbientLight, ExtractedMeshes, MeshMeta, OmniLight, PbrShaders};
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use crate::{AmbientLight, ExtractedMeshes, MeshMeta, PbrShaders, PointLight};
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use bevy_ecs::{prelude::*, system::SystemState};
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use bevy_math::{const_vec3, Mat4, Vec3, Vec4};
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use bevy_render2::{
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@ -11,7 +11,7 @@ use bevy_render2::{
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render_resource::*,
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renderer::{RenderContext, RenderDevice},
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texture::*,
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view::{ExtractedView, ViewUniform, ViewUniformOffset},
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view::{ExtractedView, ViewUniformOffset},
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};
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use bevy_transform::components::GlobalTransform;
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use crevice::std140::AsStd140;
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@ -46,17 +46,17 @@ pub struct GpuLight {
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#[derive(Copy, Clone, Debug, AsStd140)]
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pub struct GpuLights {
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// TODO: this comes first to work around a WGSL alignment issue. We need to solve this issue before releasing the renderer rework
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lights: [GpuLight; MAX_OMNI_LIGHTS],
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lights: [GpuLight; MAX_POINT_LIGHTS],
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ambient_color: Vec4,
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len: u32,
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}
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// NOTE: this must be kept in sync MAX_OMNI_LIGHTS in pbr.frag
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pub const MAX_OMNI_LIGHTS: usize = 10;
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// NOTE: this must be kept in sync MAX_POINT_LIGHTS in pbr.frag
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pub const MAX_POINT_LIGHTS: usize = 10;
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pub const SHADOW_SIZE: Extent3d = Extent3d {
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width: 1024,
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height: 1024,
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depth_or_array_layers: 6 * MAX_OMNI_LIGHTS as u32,
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depth_or_array_layers: 6 * MAX_POINT_LIGHTS as u32,
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};
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pub const SHADOW_FORMAT: TextureFormat = TextureFormat::Depth32Float;
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@ -178,7 +178,7 @@ impl FromWorld for ShadowShaders {
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pub fn extract_lights(
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mut commands: Commands,
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ambient_light: Res<AmbientLight>,
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lights: Query<(Entity, &OmniLight, &GlobalTransform)>,
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lights: Query<(Entity, &PointLight, &GlobalTransform)>,
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) {
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commands.insert_resource(ExtractedAmbientLight {
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color: ambient_light.color,
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@ -290,11 +290,11 @@ pub fn prepare_lights(
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let mut gpu_lights = GpuLights {
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ambient_color: ambient_color.into(),
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len: lights.iter().len() as u32,
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lights: [GpuLight::default(); MAX_OMNI_LIGHTS],
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lights: [GpuLight::default(); MAX_POINT_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) in lights.iter().enumerate().take(MAX_OMNI_LIGHTS) {
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for (light_index, light) in lights.iter().enumerate().take(MAX_POINT_LIGHTS) {
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let projection =
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Mat4::perspective_rh(std::f32::consts::FRAC_PI_2, 1.0, 0.1, light.range);
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@ -87,7 +87,7 @@ struct StandardMaterial {
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flags: u32;
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};
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struct OmniLight {
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struct PointLight {
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color: vec4<f32>;
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// projection: mat4x4<f32>;
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position: vec3<f32>;
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@ -101,7 +101,7 @@ struct OmniLight {
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struct Lights {
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// NOTE: this array size must be kept in sync with the constants defined bevy_pbr2/src/render/light.rs
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// TODO: this can be removed if we move to storage buffers for light arrays
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omni_lights: array<OmniLight, 10>;
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point_lights: array<PointLight, 10>;
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ambient_color: vec4<f32>;
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num_lights: u32;
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};
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@ -296,8 +296,8 @@ fn reinhard_extended_luminance(color: vec3<f32>, max_white_l: f32) -> vec3<f32>
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return change_luminance(color, l_new);
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}
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fn omni_light(
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world_position: vec3<f32>, light: OmniLight, roughness: f32, NdotV: f32, N: vec3<f32>, V: vec3<f32>,
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fn point_light(
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world_position: vec3<f32>, light: PointLight, roughness: f32, NdotV: f32, N: vec3<f32>, V: vec3<f32>,
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R: vec3<f32>, F0: vec3<f32>, diffuseColor: vec3<f32>
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) -> vec3<f32> {
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let light_to_frag = light.position.xyz - world_position.xyz;
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@ -349,7 +349,7 @@ fn omni_light(
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}
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fn fetch_shadow(light_id: i32, frag_position: vec4<f32>) -> f32 {
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let light = lights.omni_lights[light_id];
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let light = lights.point_lights[light_id];
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// because the shadow maps align with the axes and the frustum planes are at 45 degrees
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// we can get the worldspace depth by taking the largest absolute axis
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@ -472,8 +472,8 @@ fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
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// accumulate color
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var light_accum: vec3<f32> = vec3<f32>(0.0);
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for (var i: i32 = 0; i < i32(lights.num_lights); i = i + 1) {
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let light = lights.omni_lights[i];
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let light_contrib = omni_light(in.world_position.xyz, light, roughness, NdotV, N, V, R, F0, diffuse_color);
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let light = lights.point_lights[i];
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let light_contrib = point_light(in.world_position.xyz, light, roughness, NdotV, N, V, R, F0, diffuse_color);
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let shadow = fetch_shadow(i, in.world_position);
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light_accum = light_accum + light_contrib * shadow;
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}
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@ -118,21 +118,19 @@ pub fn prepare_windows(
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.or_insert_with(|| render_device.create_swap_chain(surface, &swap_chain_descriptor));
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let frame = match swap_chain.get_current_frame() {
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Ok(swap_chain_frame) => {
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swap_chain_frame
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},
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Ok(swap_chain_frame) => swap_chain_frame,
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Err(wgpu::SwapChainError::Outdated) => {
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let new_swap_chain = render_device.create_swap_chain(surface, &swap_chain_descriptor);
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let frame = new_swap_chain.get_current_frame().expect("Error recreating swap chain");
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window_surfaces.swap_chains.insert(
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window.id,
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new_swap_chain
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);
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let new_swap_chain =
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render_device.create_swap_chain(surface, &swap_chain_descriptor);
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let frame = new_swap_chain
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.get_current_frame()
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.expect("Error recreating swap chain");
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window_surfaces
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.swap_chains
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.insert(window.id, new_swap_chain);
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frame
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},
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err => {
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err.expect("Failed to acquire next swap chain texture!")
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}
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err => err.expect("Failed to acquire next swap chain texture!"),
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};
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window.swap_chain_frame = Some(TextureView::from(frame));
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