use bevy_core_pipeline::core_3d::{Transparent3d, CORE_3D_DEPTH_FORMAT}; use bevy_ecs::prelude::*; use bevy_math::{Mat4, UVec3, UVec4, Vec2, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles}; use bevy_render::{ camera::Camera, color::Color, mesh::Mesh, primitives::{CascadesFrusta, CubemapFrusta, Frustum}, render_asset::RenderAssets, render_graph::{Node, NodeRunError, RenderGraphContext}, render_phase::*, render_resource::*, renderer::{RenderContext, RenderDevice, RenderQueue}, texture::*, view::{ExtractedView, RenderLayers, ViewVisibility, VisibleEntities}, Extract, }; use bevy_transform::{components::GlobalTransform, prelude::Transform}; use bevy_utils::{ nonmax::NonMaxU32, tracing::{error, warn}, EntityHashMap, }; use std::{hash::Hash, num::NonZeroU64, ops::Range}; use crate::*; #[derive(Component)] pub struct ExtractedPointLight { color: Color, /// luminous intensity in lumens per steradian intensity: f32, range: f32, radius: f32, transform: GlobalTransform, shadows_enabled: bool, shadow_depth_bias: f32, shadow_normal_bias: f32, spot_light_angles: Option<(f32, f32)>, } #[derive(Component, Debug)] pub struct ExtractedDirectionalLight { color: Color, illuminance: f32, transform: GlobalTransform, shadows_enabled: bool, shadow_depth_bias: f32, shadow_normal_bias: f32, cascade_shadow_config: CascadeShadowConfig, cascades: EntityHashMap>, frusta: EntityHashMap>, render_layers: RenderLayers, } #[derive(Copy, Clone, ShaderType, Default, Debug)] pub struct GpuPointLight { // For point lights: the lower-right 2x2 values of the projection matrix [2][2] [2][3] [3][2] [3][3] // For spot lights: 2 components of the direction (x,z), spot_scale and spot_offset light_custom_data: Vec4, color_inverse_square_range: Vec4, position_radius: Vec4, flags: u32, shadow_depth_bias: f32, shadow_normal_bias: f32, spot_light_tan_angle: f32, } #[derive(ShaderType)] pub struct GpuPointLightsUniform { data: Box<[GpuPointLight; MAX_UNIFORM_BUFFER_POINT_LIGHTS]>, } impl Default for GpuPointLightsUniform { fn default() -> Self { Self { data: Box::new([GpuPointLight::default(); MAX_UNIFORM_BUFFER_POINT_LIGHTS]), } } } #[derive(ShaderType, Default)] pub struct GpuPointLightsStorage { #[size(runtime)] data: Vec, } pub enum GpuPointLights { Uniform(UniformBuffer), Storage(StorageBuffer), } impl GpuPointLights { fn new(buffer_binding_type: BufferBindingType) -> Self { match buffer_binding_type { BufferBindingType::Storage { .. } => Self::storage(), BufferBindingType::Uniform => Self::uniform(), } } fn uniform() -> Self { Self::Uniform(UniformBuffer::default()) } fn storage() -> Self { Self::Storage(StorageBuffer::default()) } fn set(&mut self, mut lights: Vec) { match self { GpuPointLights::Uniform(buffer) => { let len = lights.len().min(MAX_UNIFORM_BUFFER_POINT_LIGHTS); let src = &lights[..len]; let dst = &mut buffer.get_mut().data[..len]; dst.copy_from_slice(src); } GpuPointLights::Storage(buffer) => { buffer.get_mut().data.clear(); buffer.get_mut().data.append(&mut lights); } } } fn write_buffer(&mut self, render_device: &RenderDevice, render_queue: &RenderQueue) { match self { GpuPointLights::Uniform(buffer) => buffer.write_buffer(render_device, render_queue), GpuPointLights::Storage(buffer) => buffer.write_buffer(render_device, render_queue), } } pub fn binding(&self) -> Option { match self { GpuPointLights::Uniform(buffer) => buffer.binding(), GpuPointLights::Storage(buffer) => buffer.binding(), } } pub fn min_size(buffer_binding_type: BufferBindingType) -> NonZeroU64 { match buffer_binding_type { BufferBindingType::Storage { .. } => GpuPointLightsStorage::min_size(), BufferBindingType::Uniform => GpuPointLightsUniform::min_size(), } } } // NOTE: These must match the bit flags in bevy_pbr/src/render/mesh_view_types.wgsl! bitflags::bitflags! { #[repr(transparent)] struct PointLightFlags: u32 { const SHADOWS_ENABLED = 1 << 0; const SPOT_LIGHT_Y_NEGATIVE = 1 << 1; const NONE = 0; const UNINITIALIZED = 0xFFFF; } } #[derive(Copy, Clone, ShaderType, Default, Debug)] pub struct GpuDirectionalCascade { view_projection: Mat4, texel_size: f32, far_bound: f32, } #[derive(Copy, Clone, ShaderType, Default, Debug)] pub struct GpuDirectionalLight { cascades: [GpuDirectionalCascade; MAX_CASCADES_PER_LIGHT], color: Vec4, dir_to_light: Vec3, flags: u32, shadow_depth_bias: f32, shadow_normal_bias: f32, num_cascades: u32, cascades_overlap_proportion: f32, depth_texture_base_index: u32, render_layers: u32, } // NOTE: These must match the bit flags in bevy_pbr/src/render/mesh_view_types.wgsl! bitflags::bitflags! { #[repr(transparent)] struct DirectionalLightFlags: u32 { const SHADOWS_ENABLED = 1 << 0; const NONE = 0; const UNINITIALIZED = 0xFFFF; } } #[derive(Copy, Clone, Debug, ShaderType)] pub struct GpuLights { directional_lights: [GpuDirectionalLight; MAX_DIRECTIONAL_LIGHTS], ambient_color: Vec4, // xyz are x/y/z cluster dimensions and w is the number of clusters cluster_dimensions: UVec4, // xy are vec2(cluster_dimensions.xy) / vec2(view.width, view.height) // z is cluster_dimensions.z / log(far / near) // w is cluster_dimensions.z * log(near) / log(far / near) cluster_factors: Vec4, n_directional_lights: u32, // offset from spot light's light index to spot light's shadow map index spot_light_shadowmap_offset: i32, } // NOTE: this must be kept in sync with the same constants in pbr.frag pub const MAX_UNIFORM_BUFFER_POINT_LIGHTS: usize = 256; //NOTE: When running bevy on Adreno GPU chipsets in WebGL, any value above 1 will result in a crash // when loading the wgsl "pbr_functions.wgsl" in the function apply_fog. #[cfg(all(feature = "webgl", target_arch = "wasm32"))] pub const MAX_DIRECTIONAL_LIGHTS: usize = 1; #[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))] pub const MAX_DIRECTIONAL_LIGHTS: usize = 10; #[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))] pub const MAX_CASCADES_PER_LIGHT: usize = 4; #[cfg(all(feature = "webgl", target_arch = "wasm32"))] pub const MAX_CASCADES_PER_LIGHT: usize = 1; #[derive(Resource, Clone)] pub struct ShadowSamplers { pub point_light_sampler: Sampler, pub directional_light_sampler: Sampler, } // TODO: this pattern for initializing the shaders / pipeline isn't ideal. this should be handled by the asset system impl FromWorld for ShadowSamplers { fn from_world(world: &mut World) -> Self { let render_device = world.resource::(); ShadowSamplers { point_light_sampler: render_device.create_sampler(&SamplerDescriptor { address_mode_u: AddressMode::ClampToEdge, address_mode_v: AddressMode::ClampToEdge, address_mode_w: AddressMode::ClampToEdge, mag_filter: FilterMode::Linear, min_filter: FilterMode::Linear, mipmap_filter: FilterMode::Nearest, compare: Some(CompareFunction::GreaterEqual), ..Default::default() }), directional_light_sampler: render_device.create_sampler(&SamplerDescriptor { address_mode_u: AddressMode::ClampToEdge, address_mode_v: AddressMode::ClampToEdge, address_mode_w: AddressMode::ClampToEdge, mag_filter: FilterMode::Linear, min_filter: FilterMode::Linear, mipmap_filter: FilterMode::Nearest, compare: Some(CompareFunction::GreaterEqual), ..Default::default() }), } } } #[derive(Component)] pub struct ExtractedClusterConfig { /// Special near value for cluster calculations near: f32, far: f32, /// Number of clusters in `X` / `Y` / `Z` in the view frustum dimensions: UVec3, } #[derive(Component)] pub struct ExtractedClustersPointLights { data: Vec, } pub fn extract_clusters( mut commands: Commands, views: Extract>, ) { for (entity, clusters, camera) in &views { if !camera.is_active { continue; } commands.get_or_spawn(entity).insert(( ExtractedClustersPointLights { data: clusters.lights.clone(), }, ExtractedClusterConfig { near: clusters.near, far: clusters.far, dimensions: clusters.dimensions, }, )); } } #[allow(clippy::too_many_arguments)] pub fn extract_lights( mut commands: Commands, point_light_shadow_map: Extract>, directional_light_shadow_map: Extract>, global_point_lights: Extract>, point_lights: Extract< Query<( &PointLight, &CubemapVisibleEntities, &GlobalTransform, &ViewVisibility, &CubemapFrusta, )>, >, spot_lights: Extract< Query<( &SpotLight, &VisibleEntities, &GlobalTransform, &ViewVisibility, &Frustum, )>, >, directional_lights: Extract< Query< ( Entity, &DirectionalLight, &CascadesVisibleEntities, &Cascades, &CascadeShadowConfig, &CascadesFrusta, &GlobalTransform, &ViewVisibility, Option<&RenderLayers>, ), Without, >, >, mut previous_point_lights_len: Local, mut previous_spot_lights_len: Local, ) { // NOTE: These shadow map resources are extracted here as they are used here too so this avoids // races between scheduling of ExtractResourceSystems and this system. if point_light_shadow_map.is_changed() { commands.insert_resource(point_light_shadow_map.clone()); } if directional_light_shadow_map.is_changed() { commands.insert_resource(directional_light_shadow_map.clone()); } // This is the point light shadow map texel size for one face of the cube as a distance of 1.0 // world unit from the light. // point_light_texel_size = 2.0 * 1.0 * tan(PI / 4.0) / cube face width in texels // PI / 4.0 is half the cube face fov, tan(PI / 4.0) = 1.0, so this simplifies to: // point_light_texel_size = 2.0 / cube face width in texels // NOTE: When using various PCF kernel sizes, this will need to be adjusted, according to: // https://catlikecoding.com/unity/tutorials/custom-srp/point-and-spot-shadows/ let point_light_texel_size = 2.0 / point_light_shadow_map.size as f32; let mut point_lights_values = Vec::with_capacity(*previous_point_lights_len); for entity in global_point_lights.iter().copied() { let Ok((point_light, cubemap_visible_entities, transform, view_visibility, frusta)) = point_lights.get(entity) else { continue; }; if !view_visibility.get() { continue; } // TODO: This is very much not ideal. We should be able to re-use the vector memory. // However, since exclusive access to the main world in extract is ill-advised, we just clone here. let render_cubemap_visible_entities = cubemap_visible_entities.clone(); let extracted_point_light = ExtractedPointLight { color: point_light.color, // NOTE: Map from luminous power in lumens to luminous intensity in lumens per steradian // for a point light. See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower // for details. intensity: point_light.intensity / (4.0 * std::f32::consts::PI), range: point_light.range, radius: point_light.radius, transform: *transform, shadows_enabled: point_light.shadows_enabled, shadow_depth_bias: point_light.shadow_depth_bias, // The factor of SQRT_2 is for the worst-case diagonal offset shadow_normal_bias: point_light.shadow_normal_bias * point_light_texel_size * std::f32::consts::SQRT_2, spot_light_angles: None, }; point_lights_values.push(( entity, ( extracted_point_light, render_cubemap_visible_entities, (*frusta).clone(), ), )); } *previous_point_lights_len = point_lights_values.len(); commands.insert_or_spawn_batch(point_lights_values); let mut spot_lights_values = Vec::with_capacity(*previous_spot_lights_len); for entity in global_point_lights.iter().copied() { if let Ok((spot_light, visible_entities, transform, view_visibility, frustum)) = spot_lights.get(entity) { if !view_visibility.get() { continue; } // TODO: This is very much not ideal. We should be able to re-use the vector memory. // However, since exclusive access to the main world in extract is ill-advised, we just clone here. let render_visible_entities = visible_entities.clone(); let texel_size = 2.0 * spot_light.outer_angle.tan() / directional_light_shadow_map.size as f32; spot_lights_values.push(( entity, ( ExtractedPointLight { color: spot_light.color, // NOTE: Map from luminous power in lumens to luminous intensity in lumens per steradian // for a point light. See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower // for details. // Note: Filament uses a divisor of PI for spot lights. We choose to use the same 4*PI divisor // in both cases so that toggling between point light and spot light keeps lit areas lit equally, // which seems least surprising for users intensity: spot_light.intensity / (4.0 * std::f32::consts::PI), range: spot_light.range, radius: spot_light.radius, transform: *transform, shadows_enabled: spot_light.shadows_enabled, shadow_depth_bias: spot_light.shadow_depth_bias, // The factor of SQRT_2 is for the worst-case diagonal offset shadow_normal_bias: spot_light.shadow_normal_bias * texel_size * std::f32::consts::SQRT_2, spot_light_angles: Some((spot_light.inner_angle, spot_light.outer_angle)), }, render_visible_entities, *frustum, ), )); } } *previous_spot_lights_len = spot_lights_values.len(); commands.insert_or_spawn_batch(spot_lights_values); for ( entity, directional_light, visible_entities, cascades, cascade_config, frusta, transform, view_visibility, maybe_layers, ) in &directional_lights { if !view_visibility.get() { continue; } // TODO: As above let render_visible_entities = visible_entities.clone(); commands.get_or_spawn(entity).insert(( ExtractedDirectionalLight { color: directional_light.color, illuminance: directional_light.illuminance, transform: *transform, shadows_enabled: directional_light.shadows_enabled, shadow_depth_bias: directional_light.shadow_depth_bias, // The factor of SQRT_2 is for the worst-case diagonal offset shadow_normal_bias: directional_light.shadow_normal_bias * std::f32::consts::SQRT_2, cascade_shadow_config: cascade_config.clone(), cascades: cascades.cascades.clone(), frusta: frusta.frusta.clone(), render_layers: maybe_layers.copied().unwrap_or_default(), }, render_visible_entities, )); } } pub(crate) const POINT_LIGHT_NEAR_Z: f32 = 0.1f32; pub(crate) struct CubeMapFace { pub(crate) target: Vec3, pub(crate) up: Vec3, } // Cubemap faces are [+X, -X, +Y, -Y, +Z, -Z], per https://www.w3.org/TR/webgpu/#texture-view-creation // Note: Cubemap coordinates are left-handed y-up, unlike the rest of Bevy. // See https://registry.khronos.org/vulkan/specs/1.2/html/chap16.html#_cube_map_face_selection // // For each cubemap face, we take care to specify the appropriate target/up axis such that the rendered // texture using Bevy's right-handed y-up coordinate space matches the expected cubemap face in // left-handed y-up cubemap coordinates. pub(crate) const CUBE_MAP_FACES: [CubeMapFace; 6] = [ // +X CubeMapFace { target: Vec3::X, up: Vec3::Y, }, // -X CubeMapFace { target: Vec3::NEG_X, up: Vec3::Y, }, // +Y CubeMapFace { target: Vec3::Y, up: Vec3::Z, }, // -Y CubeMapFace { target: Vec3::NEG_Y, up: Vec3::NEG_Z, }, // +Z (with left-handed conventions, pointing forwards) CubeMapFace { target: Vec3::NEG_Z, up: Vec3::Y, }, // -Z (with left-handed conventions, pointing backwards) CubeMapFace { target: Vec3::Z, up: Vec3::Y, }, ]; fn face_index_to_name(face_index: usize) -> &'static str { match face_index { 0 => "+x", 1 => "-x", 2 => "+y", 3 => "-y", 4 => "+z", 5 => "-z", _ => "invalid", } } #[derive(Component)] pub struct ShadowView { pub depth_attachment: DepthAttachment, pub pass_name: String, } #[derive(Component)] pub struct ViewShadowBindings { pub point_light_depth_texture: Texture, pub point_light_depth_texture_view: TextureView, pub directional_light_depth_texture: Texture, pub directional_light_depth_texture_view: TextureView, } #[derive(Component)] pub struct ViewLightEntities { pub lights: Vec, } #[derive(Component)] pub struct ViewLightsUniformOffset { pub offset: u32, } // NOTE: Clustered-forward rendering requires 3 storage buffer bindings so check that // at least that many are supported using this constant and SupportedBindingType::from_device() pub const CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT: u32 = 3; #[derive(Resource)] pub struct GlobalLightMeta { pub gpu_point_lights: GpuPointLights, pub entity_to_index: EntityHashMap, } impl FromWorld for GlobalLightMeta { fn from_world(world: &mut World) -> Self { Self::new( world .resource::() .get_supported_read_only_binding_type(CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT), ) } } impl GlobalLightMeta { pub fn new(buffer_binding_type: BufferBindingType) -> Self { Self { gpu_point_lights: GpuPointLights::new(buffer_binding_type), entity_to_index: EntityHashMap::default(), } } } #[derive(Resource, Default)] pub struct LightMeta { pub view_gpu_lights: DynamicUniformBuffer, } #[derive(Component)] pub enum LightEntity { Directional { light_entity: Entity, cascade_index: usize, }, Point { light_entity: Entity, face_index: usize, }, Spot { light_entity: Entity, }, } pub fn calculate_cluster_factors( near: f32, far: f32, z_slices: f32, is_orthographic: bool, ) -> Vec2 { if is_orthographic { Vec2::new(-near, z_slices / (-far - -near)) } else { let z_slices_of_ln_zfar_over_znear = (z_slices - 1.0) / (far / near).ln(); Vec2::new( z_slices_of_ln_zfar_over_znear, near.ln() * z_slices_of_ln_zfar_over_znear, ) } } // this method of constructing a basis from a vec3 is used by glam::Vec3::any_orthonormal_pair // we will also construct it in the fragment shader and need our implementations to match, // so we reproduce it here to avoid a mismatch if glam changes. we also switch the handedness // could move this onto transform but it's pretty niche pub(crate) fn spot_light_view_matrix(transform: &GlobalTransform) -> Mat4 { // the matrix z_local (opposite of transform.forward()) let fwd_dir = transform.back().extend(0.0); let sign = 1f32.copysign(fwd_dir.z); let a = -1.0 / (fwd_dir.z + sign); let b = fwd_dir.x * fwd_dir.y * a; let up_dir = Vec4::new( 1.0 + sign * fwd_dir.x * fwd_dir.x * a, sign * b, -sign * fwd_dir.x, 0.0, ); let right_dir = Vec4::new(-b, -sign - fwd_dir.y * fwd_dir.y * a, fwd_dir.y, 0.0); Mat4::from_cols( right_dir, up_dir, fwd_dir, transform.translation().extend(1.0), ) } pub(crate) fn spot_light_projection_matrix(angle: f32) -> Mat4 { // spot light projection FOV is 2x the angle from spot light center to outer edge Mat4::perspective_infinite_reverse_rh(angle * 2.0, 1.0, POINT_LIGHT_NEAR_Z) } #[allow(clippy::too_many_arguments)] pub fn prepare_lights( mut commands: Commands, mut texture_cache: ResMut, render_device: Res, render_queue: Res, mut global_light_meta: ResMut, mut light_meta: ResMut, views: Query< (Entity, &ExtractedView, &ExtractedClusterConfig), With>, >, ambient_light: Res, point_light_shadow_map: Res, directional_light_shadow_map: Res, mut max_directional_lights_warning_emitted: Local, mut max_cascades_per_light_warning_emitted: Local, point_lights: Query<( Entity, &ExtractedPointLight, AnyOf<(&CubemapFrusta, &Frustum)>, )>, directional_lights: Query<(Entity, &ExtractedDirectionalLight)>, ) { let views_iter = views.iter(); let views_count = views_iter.len(); let Some(mut view_gpu_lights_writer) = light_meta .view_gpu_lights .get_writer(views_count, &render_device, &render_queue) else { return; }; // Pre-calculate for PointLights let cube_face_projection = Mat4::perspective_infinite_reverse_rh(std::f32::consts::FRAC_PI_2, 1.0, POINT_LIGHT_NEAR_Z); let cube_face_rotations = CUBE_MAP_FACES .iter() .map(|CubeMapFace { target, up }| Transform::IDENTITY.looking_at(*target, *up)) .collect::>(); global_light_meta.entity_to_index.clear(); let mut point_lights: Vec<_> = point_lights.iter().collect::>(); let mut directional_lights: Vec<_> = directional_lights.iter().collect::>(); #[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))] let max_texture_array_layers = render_device.limits().max_texture_array_layers as usize; #[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))] let max_texture_cubes = max_texture_array_layers / 6; #[cfg(all(feature = "webgl", target_arch = "wasm32"))] let max_texture_array_layers = 1; #[cfg(all(feature = "webgl", target_arch = "wasm32"))] let max_texture_cubes = 1; if !*max_directional_lights_warning_emitted && directional_lights.len() > MAX_DIRECTIONAL_LIGHTS { warn!( "The amount of directional lights of {} is exceeding the supported limit of {}.", directional_lights.len(), MAX_DIRECTIONAL_LIGHTS ); *max_directional_lights_warning_emitted = true; } if !*max_cascades_per_light_warning_emitted && directional_lights .iter() .any(|(_, light)| light.cascade_shadow_config.bounds.len() > MAX_CASCADES_PER_LIGHT) { warn!( "The number of cascades configured for a directional light exceeds the supported limit of {}.", MAX_CASCADES_PER_LIGHT ); *max_cascades_per_light_warning_emitted = true; } let point_light_count = point_lights .iter() .filter(|light| light.1.spot_light_angles.is_none()) .count(); let point_light_shadow_maps_count = point_lights .iter() .filter(|light| light.1.shadows_enabled && light.1.spot_light_angles.is_none()) .count() .min(max_texture_cubes); let directional_shadow_enabled_count = directional_lights .iter() .take(MAX_DIRECTIONAL_LIGHTS) .filter(|(_, light)| light.shadows_enabled) .count() .min(max_texture_array_layers / MAX_CASCADES_PER_LIGHT); let spot_light_shadow_maps_count = point_lights .iter() .filter(|(_, light, _)| light.shadows_enabled && light.spot_light_angles.is_some()) .count() .min(max_texture_array_layers - directional_shadow_enabled_count * MAX_CASCADES_PER_LIGHT); // Sort lights by // - point-light vs spot-light, so that we can iterate point lights and spot lights in contiguous blocks in the fragment shader, // - then those with shadows enabled first, so that the index can be used to render at most `point_light_shadow_maps_count` // point light shadows and `spot_light_shadow_maps_count` spot light shadow maps, // - then by entity as a stable key to ensure that a consistent set of lights are chosen if the light count limit is exceeded. point_lights.sort_by(|(entity_1, light_1, _), (entity_2, light_2, _)| { point_light_order( ( entity_1, &light_1.shadows_enabled, &light_1.spot_light_angles.is_some(), ), ( entity_2, &light_2.shadows_enabled, &light_2.spot_light_angles.is_some(), ), ) }); // Sort lights by // - those with shadows enabled first, so that the index can be used to render at most `directional_light_shadow_maps_count` // directional light shadows // - then by entity as a stable key to ensure that a consistent set of lights are chosen if the light count limit is exceeded. directional_lights.sort_by(|(entity_1, light_1), (entity_2, light_2)| { directional_light_order( (entity_1, &light_1.shadows_enabled), (entity_2, &light_2.shadows_enabled), ) }); if global_light_meta.entity_to_index.capacity() < point_lights.len() { global_light_meta .entity_to_index .reserve(point_lights.len()); } let mut gpu_point_lights = Vec::new(); for (index, &(entity, light, _)) in point_lights.iter().enumerate() { let mut flags = PointLightFlags::NONE; // Lights are sorted, shadow enabled lights are first if light.shadows_enabled && (index < point_light_shadow_maps_count || (light.spot_light_angles.is_some() && index - point_light_count < spot_light_shadow_maps_count)) { flags |= PointLightFlags::SHADOWS_ENABLED; } let (light_custom_data, spot_light_tan_angle) = match light.spot_light_angles { Some((inner, outer)) => { let light_direction = light.transform.forward(); if light_direction.y.is_sign_negative() { flags |= PointLightFlags::SPOT_LIGHT_Y_NEGATIVE; } let cos_outer = outer.cos(); let spot_scale = 1.0 / f32::max(inner.cos() - cos_outer, 1e-4); let spot_offset = -cos_outer * spot_scale; ( // For spot lights: the direction (x,z), spot_scale and spot_offset light_direction.xz().extend(spot_scale).extend(spot_offset), outer.tan(), ) } None => { ( // For point lights: the lower-right 2x2 values of the projection matrix [2][2] [2][3] [3][2] [3][3] Vec4::new( cube_face_projection.z_axis.z, cube_face_projection.z_axis.w, cube_face_projection.w_axis.z, cube_face_projection.w_axis.w, ), // unused 0.0, ) } }; gpu_point_lights.push(GpuPointLight { light_custom_data, // premultiply color by intensity // we don't use the alpha at all, so no reason to multiply only [0..3] color_inverse_square_range: (Vec4::from_slice(&light.color.as_linear_rgba_f32()) * light.intensity) .xyz() .extend(1.0 / (light.range * light.range)), position_radius: light.transform.translation().extend(light.radius), flags: flags.bits(), shadow_depth_bias: light.shadow_depth_bias, shadow_normal_bias: light.shadow_normal_bias, spot_light_tan_angle, }); global_light_meta.entity_to_index.insert(entity, index); } let mut gpu_directional_lights = [GpuDirectionalLight::default(); MAX_DIRECTIONAL_LIGHTS]; let mut num_directional_cascades_enabled = 0usize; for (index, (_light_entity, light)) in directional_lights .iter() .enumerate() .take(MAX_DIRECTIONAL_LIGHTS) { let mut flags = DirectionalLightFlags::NONE; // Lights are sorted, shadow enabled lights are first if light.shadows_enabled && (index < directional_shadow_enabled_count) { flags |= DirectionalLightFlags::SHADOWS_ENABLED; } let num_cascades = light .cascade_shadow_config .bounds .len() .min(MAX_CASCADES_PER_LIGHT); gpu_directional_lights[index] = GpuDirectionalLight { // Filled in later. cascades: [GpuDirectionalCascade::default(); MAX_CASCADES_PER_LIGHT], // premultiply color by illuminance // we don't use the alpha at all, so no reason to multiply only [0..3] color: Vec4::from_slice(&light.color.as_linear_rgba_f32()) * light.illuminance, // direction is negated to be ready for N.L dir_to_light: light.transform.back(), flags: flags.bits(), shadow_depth_bias: light.shadow_depth_bias, shadow_normal_bias: light.shadow_normal_bias, num_cascades: num_cascades as u32, cascades_overlap_proportion: light.cascade_shadow_config.overlap_proportion, depth_texture_base_index: num_directional_cascades_enabled as u32, render_layers: light.render_layers.bits(), }; if index < directional_shadow_enabled_count { num_directional_cascades_enabled += num_cascades; } } global_light_meta.gpu_point_lights.set(gpu_point_lights); global_light_meta .gpu_point_lights .write_buffer(&render_device, &render_queue); // set up light data for each view for (entity, extracted_view, clusters) in &views { let point_light_depth_texture = texture_cache.get( &render_device, TextureDescriptor { size: Extent3d { width: point_light_shadow_map.size as u32, height: point_light_shadow_map.size as u32, depth_or_array_layers: point_light_shadow_maps_count.max(1) as u32 * 6, }, mip_level_count: 1, sample_count: 1, dimension: TextureDimension::D2, format: CORE_3D_DEPTH_FORMAT, label: Some("point_light_shadow_map_texture"), usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING, view_formats: &[], }, ); let directional_light_depth_texture = texture_cache.get( &render_device, TextureDescriptor { size: Extent3d { width: (directional_light_shadow_map.size as u32) .min(render_device.limits().max_texture_dimension_2d), height: (directional_light_shadow_map.size as u32) .min(render_device.limits().max_texture_dimension_2d), depth_or_array_layers: (num_directional_cascades_enabled + spot_light_shadow_maps_count) .max(1) as u32, }, mip_level_count: 1, sample_count: 1, dimension: TextureDimension::D2, format: CORE_3D_DEPTH_FORMAT, label: Some("directional_light_shadow_map_texture"), usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING, view_formats: &[], }, ); let mut view_lights = Vec::new(); let is_orthographic = extracted_view.projection.w_axis.w == 1.0; let cluster_factors_zw = calculate_cluster_factors( clusters.near, clusters.far, clusters.dimensions.z as f32, is_orthographic, ); let n_clusters = clusters.dimensions.x * clusters.dimensions.y * clusters.dimensions.z; let mut gpu_lights = GpuLights { directional_lights: gpu_directional_lights, ambient_color: Vec4::from_slice(&ambient_light.color.as_linear_rgba_f32()) * ambient_light.brightness, cluster_factors: Vec4::new( clusters.dimensions.x as f32 / extracted_view.viewport.z as f32, clusters.dimensions.y as f32 / extracted_view.viewport.w as f32, cluster_factors_zw.x, cluster_factors_zw.y, ), cluster_dimensions: clusters.dimensions.extend(n_clusters), n_directional_lights: directional_lights.iter().len() as u32, // spotlight shadow maps are stored in the directional light array, starting at num_directional_cascades_enabled. // the spot lights themselves start in the light array at point_light_count. so to go from light // index to shadow map index, we need to subtract point light count and add directional shadowmap count. spot_light_shadowmap_offset: num_directional_cascades_enabled as i32 - point_light_count as i32, }; // TODO: this should select lights based on relevance to the view instead of the first ones that show up in a query for &(light_entity, light, (point_light_frusta, _)) in point_lights .iter() // Lights are sorted, shadow enabled lights are first .take(point_light_shadow_maps_count) .filter(|(_, light, _)| light.shadows_enabled) { let light_index = *global_light_meta .entity_to_index .get(&light_entity) .unwrap(); // ignore scale because we don't want to effectively scale light radius and range // by applying those as a view transform to shadow map rendering of objects // and ignore rotation because we want the shadow map projections to align with the axes let view_translation = GlobalTransform::from_translation(light.transform.translation()); for (face_index, (view_rotation, frustum)) in cube_face_rotations .iter() .zip(&point_light_frusta.unwrap().frusta) .enumerate() { let depth_texture_view = point_light_depth_texture .texture .create_view(&TextureViewDescriptor { label: Some("point_light_shadow_map_texture_view"), format: None, dimension: Some(TextureViewDimension::D2), aspect: TextureAspect::All, base_mip_level: 0, mip_level_count: None, base_array_layer: (light_index * 6 + face_index) as u32, array_layer_count: Some(1u32), }); let view_light_entity = commands .spawn(( ShadowView { depth_attachment: DepthAttachment::new(depth_texture_view, Some(0.0)), pass_name: format!( "shadow pass point light {} {}", light_index, face_index_to_name(face_index) ), }, ExtractedView { viewport: UVec4::new( 0, 0, point_light_shadow_map.size as u32, point_light_shadow_map.size as u32, ), transform: view_translation * *view_rotation, view_projection: None, projection: cube_face_projection, hdr: false, color_grading: Default::default(), }, *frustum, RenderPhase::::default(), LightEntity::Point { light_entity, face_index, }, )) .id(); view_lights.push(view_light_entity); } } // spot lights for (light_index, &(light_entity, light, (_, spot_light_frustum))) in point_lights .iter() .skip(point_light_count) .take(spot_light_shadow_maps_count) .enumerate() { let spot_view_matrix = spot_light_view_matrix(&light.transform); let spot_view_transform = spot_view_matrix.into(); let angle = light.spot_light_angles.expect("lights should be sorted so that \ [point_light_count..point_light_count + spot_light_shadow_maps_count] are spot lights").1; let spot_projection = spot_light_projection_matrix(angle); let depth_texture_view = directional_light_depth_texture .texture .create_view(&TextureViewDescriptor { label: Some("spot_light_shadow_map_texture_view"), format: None, dimension: Some(TextureViewDimension::D2), aspect: TextureAspect::All, base_mip_level: 0, mip_level_count: None, base_array_layer: (num_directional_cascades_enabled + light_index) as u32, array_layer_count: Some(1u32), }); let view_light_entity = commands .spawn(( ShadowView { depth_attachment: DepthAttachment::new(depth_texture_view, Some(0.0)), pass_name: format!("shadow pass spot light {light_index}"), }, ExtractedView { viewport: UVec4::new( 0, 0, directional_light_shadow_map.size as u32, directional_light_shadow_map.size as u32, ), transform: spot_view_transform, projection: spot_projection, view_projection: None, hdr: false, color_grading: Default::default(), }, *spot_light_frustum.unwrap(), RenderPhase::::default(), LightEntity::Spot { light_entity }, )) .id(); view_lights.push(view_light_entity); } // directional lights let mut directional_depth_texture_array_index = 0u32; for (light_index, &(light_entity, light)) in directional_lights .iter() .enumerate() .take(directional_shadow_enabled_count) { let cascades = light .cascades .get(&entity) .unwrap() .iter() .take(MAX_CASCADES_PER_LIGHT); let frusta = light .frusta .get(&entity) .unwrap() .iter() .take(MAX_CASCADES_PER_LIGHT); for (cascade_index, ((cascade, frusta), bound)) in cascades .zip(frusta) .zip(&light.cascade_shadow_config.bounds) .enumerate() { gpu_lights.directional_lights[light_index].cascades[cascade_index] = GpuDirectionalCascade { view_projection: cascade.view_projection, texel_size: cascade.texel_size, far_bound: *bound, }; let depth_texture_view = directional_light_depth_texture .texture .create_view(&TextureViewDescriptor { label: Some("directional_light_shadow_map_array_texture_view"), format: None, dimension: Some(TextureViewDimension::D2), aspect: TextureAspect::All, base_mip_level: 0, mip_level_count: None, base_array_layer: directional_depth_texture_array_index, array_layer_count: Some(1u32), }); directional_depth_texture_array_index += 1; let view_light_entity = commands .spawn(( ShadowView { depth_attachment: DepthAttachment::new(depth_texture_view, Some(0.0)), pass_name: format!( "shadow pass directional light {light_index} cascade {cascade_index}"), }, ExtractedView { viewport: UVec4::new( 0, 0, directional_light_shadow_map.size as u32, directional_light_shadow_map.size as u32, ), transform: GlobalTransform::from(cascade.view_transform), projection: cascade.projection, view_projection: Some(cascade.view_projection), hdr: false, color_grading: Default::default(), }, *frusta, RenderPhase::::default(), LightEntity::Directional { light_entity, cascade_index, }, )) .id(); view_lights.push(view_light_entity); } } let point_light_depth_texture_view = point_light_depth_texture .texture .create_view(&TextureViewDescriptor { label: Some("point_light_shadow_map_array_texture_view"), format: None, #[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))] dimension: Some(TextureViewDimension::CubeArray), #[cfg(all(feature = "webgl", target_arch = "wasm32"))] dimension: Some(TextureViewDimension::Cube), aspect: TextureAspect::DepthOnly, base_mip_level: 0, mip_level_count: None, base_array_layer: 0, array_layer_count: None, }); let directional_light_depth_texture_view = directional_light_depth_texture .texture .create_view(&TextureViewDescriptor { label: Some("directional_light_shadow_map_array_texture_view"), format: None, #[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))] dimension: Some(TextureViewDimension::D2Array), #[cfg(all(feature = "webgl", target_arch = "wasm32"))] dimension: Some(TextureViewDimension::D2), aspect: TextureAspect::DepthOnly, base_mip_level: 0, mip_level_count: None, base_array_layer: 0, array_layer_count: None, }); commands.entity(entity).insert(( ViewShadowBindings { point_light_depth_texture: point_light_depth_texture.texture, point_light_depth_texture_view, directional_light_depth_texture: directional_light_depth_texture.texture, directional_light_depth_texture_view, }, ViewLightEntities { lights: view_lights, }, ViewLightsUniformOffset { offset: view_gpu_lights_writer.write(&gpu_lights), }, )); } } // this must match CLUSTER_COUNT_SIZE in pbr.wgsl // and must be large enough to contain MAX_UNIFORM_BUFFER_POINT_LIGHTS const CLUSTER_COUNT_SIZE: u32 = 9; const CLUSTER_OFFSET_MASK: u32 = (1 << (32 - (CLUSTER_COUNT_SIZE * 2))) - 1; const CLUSTER_COUNT_MASK: u32 = (1 << CLUSTER_COUNT_SIZE) - 1; // NOTE: With uniform buffer max binding size as 16384 bytes // that means we can fit 256 point lights in one uniform // buffer, which means the count can be at most 256 so it // needs 9 bits. // The array of indices can also use u8 and that means the // offset in to the array of indices needs to be able to address // 16384 values. log2(16384) = 14 bits. // We use 32 bits to store the offset and counts so // we pack the offset into the upper 14 bits of a u32, // the point light count into bits 9-17, and the spot light count into bits 0-8. // [ 31 .. 18 | 17 .. 9 | 8 .. 0 ] // [ offset | point light count | spot light count ] // NOTE: This assumes CPU and GPU endianness are the same which is true // for all common and tested x86/ARM CPUs and AMD/NVIDIA/Intel/Apple/etc GPUs fn pack_offset_and_counts(offset: usize, point_count: usize, spot_count: usize) -> u32 { ((offset as u32 & CLUSTER_OFFSET_MASK) << (CLUSTER_COUNT_SIZE * 2)) | (point_count as u32 & CLUSTER_COUNT_MASK) << CLUSTER_COUNT_SIZE | (spot_count as u32 & CLUSTER_COUNT_MASK) } #[derive(ShaderType)] struct GpuClusterLightIndexListsUniform { data: Box<[UVec4; ViewClusterBindings::MAX_UNIFORM_ITEMS]>, } // NOTE: Assert at compile time that GpuClusterLightIndexListsUniform // fits within the maximum uniform buffer binding size const _: () = assert!(GpuClusterLightIndexListsUniform::SHADER_SIZE.get() <= 16384); impl Default for GpuClusterLightIndexListsUniform { fn default() -> Self { Self { data: Box::new([UVec4::ZERO; ViewClusterBindings::MAX_UNIFORM_ITEMS]), } } } #[derive(ShaderType)] struct GpuClusterOffsetsAndCountsUniform { data: Box<[UVec4; ViewClusterBindings::MAX_UNIFORM_ITEMS]>, } impl Default for GpuClusterOffsetsAndCountsUniform { fn default() -> Self { Self { data: Box::new([UVec4::ZERO; ViewClusterBindings::MAX_UNIFORM_ITEMS]), } } } #[derive(ShaderType, Default)] struct GpuClusterLightIndexListsStorage { #[size(runtime)] data: Vec, } #[derive(ShaderType, Default)] struct GpuClusterOffsetsAndCountsStorage { #[size(runtime)] data: Vec, } enum ViewClusterBuffers { Uniform { // NOTE: UVec4 is because all arrays in Std140 layout have 16-byte alignment cluster_light_index_lists: UniformBuffer, // NOTE: UVec4 is because all arrays in Std140 layout have 16-byte alignment cluster_offsets_and_counts: UniformBuffer, }, Storage { cluster_light_index_lists: StorageBuffer, cluster_offsets_and_counts: StorageBuffer, }, } impl ViewClusterBuffers { fn new(buffer_binding_type: BufferBindingType) -> Self { match buffer_binding_type { BufferBindingType::Storage { .. } => Self::storage(), BufferBindingType::Uniform => Self::uniform(), } } fn uniform() -> Self { ViewClusterBuffers::Uniform { cluster_light_index_lists: UniformBuffer::default(), cluster_offsets_and_counts: UniformBuffer::default(), } } fn storage() -> Self { ViewClusterBuffers::Storage { cluster_light_index_lists: StorageBuffer::default(), cluster_offsets_and_counts: StorageBuffer::default(), } } } #[derive(Component)] pub struct ViewClusterBindings { n_indices: usize, n_offsets: usize, buffers: ViewClusterBuffers, } impl ViewClusterBindings { pub const MAX_OFFSETS: usize = 16384 / 4; const MAX_UNIFORM_ITEMS: usize = Self::MAX_OFFSETS / 4; pub const MAX_INDICES: usize = 16384; pub fn new(buffer_binding_type: BufferBindingType) -> Self { Self { n_indices: 0, n_offsets: 0, buffers: ViewClusterBuffers::new(buffer_binding_type), } } pub fn clear(&mut self) { match &mut self.buffers { ViewClusterBuffers::Uniform { cluster_light_index_lists, cluster_offsets_and_counts, } => { *cluster_light_index_lists.get_mut().data = [UVec4::ZERO; Self::MAX_UNIFORM_ITEMS]; *cluster_offsets_and_counts.get_mut().data = [UVec4::ZERO; Self::MAX_UNIFORM_ITEMS]; } ViewClusterBuffers::Storage { cluster_light_index_lists, cluster_offsets_and_counts, .. } => { cluster_light_index_lists.get_mut().data.clear(); cluster_offsets_and_counts.get_mut().data.clear(); } } } pub fn push_offset_and_counts(&mut self, offset: usize, point_count: usize, spot_count: usize) { match &mut self.buffers { ViewClusterBuffers::Uniform { cluster_offsets_and_counts, .. } => { let array_index = self.n_offsets >> 2; // >> 2 is equivalent to / 4 if array_index >= Self::MAX_UNIFORM_ITEMS { warn!("cluster offset and count out of bounds!"); return; } let component = self.n_offsets & ((1 << 2) - 1); let packed = pack_offset_and_counts(offset, point_count, spot_count); cluster_offsets_and_counts.get_mut().data[array_index][component] = packed; } ViewClusterBuffers::Storage { cluster_offsets_and_counts, .. } => { cluster_offsets_and_counts.get_mut().data.push(UVec4::new( offset as u32, point_count as u32, spot_count as u32, 0, )); } } self.n_offsets += 1; } pub fn n_indices(&self) -> usize { self.n_indices } pub fn push_index(&mut self, index: usize) { match &mut self.buffers { ViewClusterBuffers::Uniform { cluster_light_index_lists, .. } => { let array_index = self.n_indices >> 4; // >> 4 is equivalent to / 16 let component = (self.n_indices >> 2) & ((1 << 2) - 1); let sub_index = self.n_indices & ((1 << 2) - 1); let index = index as u32; cluster_light_index_lists.get_mut().data[array_index][component] |= index << (8 * sub_index); } ViewClusterBuffers::Storage { cluster_light_index_lists, .. } => { cluster_light_index_lists.get_mut().data.push(index as u32); } } self.n_indices += 1; } pub fn write_buffers(&mut self, render_device: &RenderDevice, render_queue: &RenderQueue) { match &mut self.buffers { ViewClusterBuffers::Uniform { cluster_light_index_lists, cluster_offsets_and_counts, } => { cluster_light_index_lists.write_buffer(render_device, render_queue); cluster_offsets_and_counts.write_buffer(render_device, render_queue); } ViewClusterBuffers::Storage { cluster_light_index_lists, cluster_offsets_and_counts, } => { cluster_light_index_lists.write_buffer(render_device, render_queue); cluster_offsets_and_counts.write_buffer(render_device, render_queue); } } } pub fn light_index_lists_binding(&self) -> Option { match &self.buffers { ViewClusterBuffers::Uniform { cluster_light_index_lists, .. } => cluster_light_index_lists.binding(), ViewClusterBuffers::Storage { cluster_light_index_lists, .. } => cluster_light_index_lists.binding(), } } pub fn offsets_and_counts_binding(&self) -> Option { match &self.buffers { ViewClusterBuffers::Uniform { cluster_offsets_and_counts, .. } => cluster_offsets_and_counts.binding(), ViewClusterBuffers::Storage { cluster_offsets_and_counts, .. } => cluster_offsets_and_counts.binding(), } } pub fn min_size_cluster_light_index_lists( buffer_binding_type: BufferBindingType, ) -> NonZeroU64 { match buffer_binding_type { BufferBindingType::Storage { .. } => GpuClusterLightIndexListsStorage::min_size(), BufferBindingType::Uniform => GpuClusterLightIndexListsUniform::min_size(), } } pub fn min_size_cluster_offsets_and_counts( buffer_binding_type: BufferBindingType, ) -> NonZeroU64 { match buffer_binding_type { BufferBindingType::Storage { .. } => GpuClusterOffsetsAndCountsStorage::min_size(), BufferBindingType::Uniform => GpuClusterOffsetsAndCountsUniform::min_size(), } } } pub fn prepare_clusters( mut commands: Commands, render_device: Res, render_queue: Res, mesh_pipeline: Res, global_light_meta: Res, views: Query< ( Entity, &ExtractedClusterConfig, &ExtractedClustersPointLights, ), With>, >, ) { let render_device = render_device.into_inner(); let supports_storage_buffers = matches!( mesh_pipeline.clustered_forward_buffer_binding_type, BufferBindingType::Storage { .. } ); for (entity, cluster_config, extracted_clusters) in &views { let mut view_clusters_bindings = ViewClusterBindings::new(mesh_pipeline.clustered_forward_buffer_binding_type); view_clusters_bindings.clear(); let mut indices_full = false; let mut cluster_index = 0; for _y in 0..cluster_config.dimensions.y { for _x in 0..cluster_config.dimensions.x { for _z in 0..cluster_config.dimensions.z { let offset = view_clusters_bindings.n_indices(); let cluster_lights = &extracted_clusters.data[cluster_index]; view_clusters_bindings.push_offset_and_counts( offset, cluster_lights.point_light_count, cluster_lights.spot_light_count, ); if !indices_full { for entity in cluster_lights.iter() { if let Some(light_index) = global_light_meta.entity_to_index.get(entity) { if view_clusters_bindings.n_indices() >= ViewClusterBindings::MAX_INDICES && !supports_storage_buffers { warn!("Cluster light index lists is full! The PointLights in the view are affecting too many clusters."); indices_full = true; break; } view_clusters_bindings.push_index(*light_index); } } } cluster_index += 1; } } } view_clusters_bindings.write_buffers(render_device, &render_queue); commands.get_or_spawn(entity).insert(view_clusters_bindings); } } #[allow(clippy::too_many_arguments)] pub fn queue_shadows( shadow_draw_functions: Res>, prepass_pipeline: Res>, render_meshes: Res>, render_mesh_instances: Res, render_materials: Res>, render_material_instances: Res>, mut pipelines: ResMut>>, pipeline_cache: Res, view_lights: Query<(Entity, &ViewLightEntities)>, mut view_light_shadow_phases: Query<(&LightEntity, &mut RenderPhase)>, point_light_entities: Query<&CubemapVisibleEntities, With>, directional_light_entities: Query<&CascadesVisibleEntities, With>, spot_light_entities: Query<&VisibleEntities, With>, ) where M::Data: PartialEq + Eq + Hash + Clone, { for (entity, view_lights) in &view_lights { let draw_shadow_mesh = shadow_draw_functions.read().id::>(); for view_light_entity in view_lights.lights.iter().copied() { let (light_entity, mut shadow_phase) = view_light_shadow_phases.get_mut(view_light_entity).unwrap(); let is_directional_light = matches!(light_entity, LightEntity::Directional { .. }); let visible_entities = match light_entity { LightEntity::Directional { light_entity, cascade_index, } => directional_light_entities .get(*light_entity) .expect("Failed to get directional light visible entities") .entities .get(&entity) .expect("Failed to get directional light visible entities for view") .get(*cascade_index) .expect("Failed to get directional light visible entities for cascade"), LightEntity::Point { light_entity, face_index, } => point_light_entities .get(*light_entity) .expect("Failed to get point light visible entities") .get(*face_index), LightEntity::Spot { light_entity } => spot_light_entities .get(*light_entity) .expect("Failed to get spot light visible entities"), }; // NOTE: Lights with shadow mapping disabled will have no visible entities // so no meshes will be queued for entity in visible_entities.iter().copied() { let Some(mesh_instance) = render_mesh_instances.get(&entity) else { continue; }; if !mesh_instance.shadow_caster { continue; } let Some(material_asset_id) = render_material_instances.get(&entity) else { continue; }; let Some(material) = render_materials.get(material_asset_id) else { continue; }; let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else { continue; }; let mut mesh_key = MeshPipelineKey::from_primitive_topology(mesh.primitive_topology) | MeshPipelineKey::DEPTH_PREPASS; if mesh.morph_targets.is_some() { mesh_key |= MeshPipelineKey::MORPH_TARGETS; } if is_directional_light { mesh_key |= MeshPipelineKey::DEPTH_CLAMP_ORTHO; } mesh_key |= match material.properties.alpha_mode { AlphaMode::Mask(_) | AlphaMode::Blend | AlphaMode::Premultiplied | AlphaMode::Add => MeshPipelineKey::MAY_DISCARD, _ => MeshPipelineKey::NONE, }; let pipeline_id = pipelines.specialize( &pipeline_cache, &prepass_pipeline, MaterialPipelineKey { mesh_key, bind_group_data: material.key.clone(), }, &mesh.layout, ); let pipeline_id = match pipeline_id { Ok(id) => id, Err(err) => { error!("{}", err); continue; } }; shadow_phase.add(Shadow { draw_function: draw_shadow_mesh, pipeline: pipeline_id, entity, distance: 0.0, // TODO: sort front-to-back batch_range: 0..1, dynamic_offset: None, }); } } } } pub struct Shadow { pub distance: f32, pub entity: Entity, pub pipeline: CachedRenderPipelineId, pub draw_function: DrawFunctionId, pub batch_range: Range, pub dynamic_offset: Option, } impl PhaseItem for Shadow { type SortKey = usize; #[inline] fn entity(&self) -> Entity { self.entity } #[inline] fn sort_key(&self) -> Self::SortKey { self.pipeline.id() } #[inline] fn draw_function(&self) -> DrawFunctionId { self.draw_function } #[inline] fn sort(items: &mut [Self]) { // The shadow phase is sorted by pipeline id for performance reasons. // Grouping all draw commands using the same pipeline together performs // better than rebinding everything at a high rate. radsort::sort_by_key(items, |item| item.sort_key()); } #[inline] fn batch_range(&self) -> &Range { &self.batch_range } #[inline] fn batch_range_mut(&mut self) -> &mut Range { &mut self.batch_range } #[inline] fn dynamic_offset(&self) -> Option { self.dynamic_offset } #[inline] fn dynamic_offset_mut(&mut self) -> &mut Option { &mut self.dynamic_offset } } impl CachedRenderPipelinePhaseItem for Shadow { #[inline] fn cached_pipeline(&self) -> CachedRenderPipelineId { self.pipeline } } pub struct ShadowPassNode { main_view_query: QueryState<&'static ViewLightEntities>, view_light_query: QueryState<(&'static ShadowView, &'static RenderPhase)>, } impl ShadowPassNode { pub fn new(world: &mut World) -> Self { Self { main_view_query: QueryState::new(world), view_light_query: QueryState::new(world), } } } impl Node for ShadowPassNode { fn update(&mut self, world: &mut World) { self.main_view_query.update_archetypes(world); self.view_light_query.update_archetypes(world); } fn run( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext, world: &World, ) -> Result<(), NodeRunError> { let view_entity = graph.view_entity(); if let Ok(view_lights) = self.main_view_query.get_manual(world, view_entity) { for view_light_entity in view_lights.lights.iter().copied() { let (view_light, shadow_phase) = self .view_light_query .get_manual(world, view_light_entity) .unwrap(); if shadow_phase.items.is_empty() { continue; } let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some(&view_light.pass_name), color_attachments: &[], depth_stencil_attachment: Some( view_light.depth_attachment.get_attachment(StoreOp::Store), ), timestamp_writes: None, occlusion_query_set: None, }); shadow_phase.render(&mut render_pass, world, view_light_entity); } } Ok(()) } }