# Objective
A question was raised on Discord about the units of the `PointLight` `intensity` member.
After digging around in the bevy_pbr2 source code and [Google Filament documentation](https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower) I discovered that the intention by Filament was that the 'intensity' value for point lights would be in lumens. This makes a lot of sense as these are quite relatable units given basically all light bulbs I've seen sold over the past years are rated in lumens as people move away from thinking about how bright a bulb is relative to a non-halogen incandescent bulb.
However, it seems that the derivation of the conversion between luminous power (lumens, denoted `Φ` in the Filament formulae) and luminous intensity (lumens per steradian, `I` in the Filament formulae) was missed and I can see why as it is tucked right under equation 58 at the link above. As such, while the formula states that for a point light, `I = Φ / 4 π` we have been using `intensity` as if it were luminous intensity `I`.
Before this PR, the intensity field is luminous intensity in lumens per steradian. After this PR, the intensity field is luminous power in lumens, [as suggested by Filament](https://google.github.io/filament/Filament.html#table_lighttypesunits) (unfortunately the link jumps to the table's caption so scroll up to see the actual table).
I appreciate that it may be confusing to call this an intensity, but I think this is intended as more of a non-scientific, human-relatable general term with a bit of hand waving so that most light types can just have an intensity field and for most of them it works in the same way or at least with some relatable value. I'm inclined to think this is reasonable rather than throwing terms like luminous power, luminous intensity, blah at users.
## Solution
- Documented the `PointLight` `intensity` member as 'luminous power' in units of lumens.
- Added a table of examples relating from various types of household lighting to lumen values.
- Added in the mapping from luminous power to luminous intensity when premultiplying the intensity into the colour before it is made into a graphics uniform.
- Updated the documentation in `pbr.wgsl` to clarify the earlier confusion about the missing `/ 4 π`.
- Bumped the intensity of the point lights in `3d_scene_pipelined` to 1600 lumens.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The default perspective projection near plane being at 1 unit feels very far away if one considers units to directly map to real world units such as metres. Not being able to see anything that is closer than 1m is unnecessarily limiting. Using a default of 0.1 makes more sense as it is difficult to even focus on things closer than 10cm in the real world.
## Solution
- Changed the default perspective projection near plane to 0.1.
# Objective
- Allow the user to set the clear color when using the pipelined renderer
## Solution
- Add a `ClearColor` resource that can be added to the world to configure the clear color
## Remaining Issues
Currently the `ClearColor` resource is cloned from the app world to the render world every frame. There are two ways I can think of around this:
1. Figure out why `app_world.is_resource_changed::<ClearColor>()` always returns `true` in the `extract` step and fix it so that we are only updating the resource when it changes
2. Require the users to add the `ClearColor` resource to the render sub-app instead of the parent app. This is currently sub-optimal until we have labled sub-apps, and probably a helper funciton on `App` such as `app.with_sub_app(RenderApp, |app| { ... })`. Even if we had that, I think it would be more than we want the user to have to think about. They shouldn't have to know about the render sub-app I don't think.
I think the first option is the best, but I could really use some help figuring out the nuance of why `is_resource_changed` is always returning true in that context.
# Objective
Fix ComputePipelineDescriptor missing from WGPU exports
## Solution
Added it to the pub use wgpu::{ ... }
Co-authored-by: Dimas <skythedragon@outlook.com>
# Objective
- Prevent the need to specify a sprite size when using the pipelined sprite renderer
## Solution
- Re-introduce the sprite auto resize system from the old renderer
# Objective
- Allow you to compile Bevy with the `bevy_sprite2` feature, but without the `bevy_pbr2` feature.
- This currently fails because the `bevy_sprite2` crate does not require the `derive` feature of the `bytemuck` crate in its `Cargo.toml`, even though it is required to compile.
## Solution
- Add the `derive` feature of `bytemuck` to the `bevy_sprite2` crate
# Objective
This fixes not having access to StorageTextureAccess in the API, which is needed for using storage textures
## Solution
Added it to the use in render_resource module
Co-authored-by: Dimas <skythedragon@outlook.com>
# Objective
Restore the functionality of sprite atlases in the new renderer.
### **Note:** This PR relies on #2555
## Solution
Mostly just a copy paste of the existing sprite atlas implementation, however I unified the rendering between sprites and atlases.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Port bevy_gltf to the pipelined-rendering branch.
## Solution
crates/bevy_gltf has been copied and pasted into pipelined/bevy_gltf2 and modifications were made to work with the pipelined-rendering branch. Notably vertex tangents and vertex colours are not supported.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This decouples the opinionated "core pipeline" from the new (less opinionated) bevy_render crate. The "core pipeline" is intended to be used by crates like bevy_sprites, bevy_pbr, bevy_ui, and 3rd party crates that extends core rendering functionality.
Makes the "Render App World" directly available to Extract step systems as a `RenderWorld` resource. Prior to this, there was no way to directly read / write render world state during the Extract step. The only way to make changes was through Commands (which were applied at the end of the stage).
```rust
// `thing` is an "app world resource".
fn extract_thing(thing: Res<Thing>, mut render_world: ResMut<RenderWorld>) {
render_world.insert_resource(ExtractedThing::from(thing));
}
```
RenderWorld makes a number of scenarios possible:
* When an extract system does big allocations, it is now possible to reuse them across frames by retrieving old values from RenderWorld (at the cost of reduced parallelism from unique RenderWorld borrows).
* Enables inserting into the same resource across multiple extract systems
* Enables using past RenderWorld state to inform future extract state (this should generally be avoided)
Ultimately this is just a subset of the functionality we want. In the future, it would be great to have "multi-world schedules" to enable fine grained parallelism on the render world during the extract step. But that is a research project that almost certainly won't make it into 0.6. This is a good interim solution that should easily port over to multi-world schedules if/when they land.
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne
* cornell_box_pipelined: Remove bias tweaks
* bevy_pbr2: Simplify shadow biases by moving them to linear depth
* bevy_pbr2: Do not use DepthBiasState
* bevy_pbr2: Do not use bilinear filtering for sampling depth textures
* pbr.wgsl: Remove unnecessary comment
* bevy_pbr2: Do manual shadow map depth comparisons for more flexibility
* examples: Add shadow_biases_pipelined example
This is useful for stress testing biases.
* bevy_pbr2: Scale the point light normal bias by the shadow map texel size
This allows the normal bias to be small close to the light source where the
shadow map texel to screen texel ratio is high, but is appropriately large
further away from the light source where the shadow map texel can easily cover
multiple screen texels.
* shadow_biases_pipelined: Add support for toggling directional / point light
* shadow_biases_pipelined: Cleanup
* bevy_pbr2: Scale the directional light normal bias by the shadow map texel size
* shadow_biases_pipelined: Fit the orthographic projection around the scene
* bevy_pbr2: Directional lights should have no shadows outside their projection
Before this change, sampling a fragment position from outside the ndc volume
would result in the return sample being clamped to the edge in x,y or possibly
always casting a shadow for fragment positions past the orthographic
projection's far plane.
* bevy_pbr2: Fix the default directional light normal bias
* Revert "bevy_pbr2: Do manual shadow map depth comparisons for more flexibility"
This reverts commit 7df1bab38a42d8a33bc50ca583d4be37bd9c9f0d.
* shadow_biases_pipelined: Adjust directional light normal bias in 0.1 increments
* pbr.wgsl: Add a couple of clarifying comments
* Revert "bevy_pbr2: Do not use bilinear filtering for sampling depth textures"
This reverts commit f53baab0232ce218866a45cad6902b470f4cf2c4.
* shadow_biases_pipelined: Print usage to terminal
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne
* cornell_box_pipelined: Remove bias tweaks
* bevy_pbr2: Simplify shadow biases by moving them to linear depth
* bevy_pbr2: Add support for most of the StandardMaterial textures
Normal maps are not included here as they require tangents in a vertex attribute.
* bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init
* texture_pipelined: Add a light to the scene so we can see stuff
* WIP bevy_pbr2: back to front sorting hack
* bevy_pbr2: Uniform control flow for texture sampling in pbr.frag
From 'fintelia' on the Bevy Render Rework Round 2 discussion:
"My understanding is that GPUs these days never use the "execute both branches
and select the result" strategy. Rather, what they do is evaluate the branch
condition on all threads of a warp, and jump over it if all of them evaluate to
false. If even a single thread needs to execute the if statement body, however,
then the remaining threads are paused until that is completed."
* bevy_pbr2: Simplify texture and sampler names
The StandardMaterial_ prefix is no longer needed
* bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now
* bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform
* bevy_pbr2: Add pbr_pipelined example
* Fix view vector in pbr frag to work in ortho
* bevy_pbr2: Use a 90 degree y fov and light range projection for lights
* bevy_pbr2: Add AmbientLight resource
* bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader
* bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection
The uniform contains the view_projection matrix so this was incorrect.
* bevy_pbr2: PointLight is an OmniLight as it has a radius
* bevy_pbr2: Factoring out duplicated code
* bevy_pbr2: Implement RenderAsset for StandardMaterial
* Remove unnecessary texture and sampler clones
* fix comment formatting
* remove redundant Buffer:from
* Don't extract meshes when their material textures aren't ready
* make missing textures in the queue step an error
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>