mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 12:03:14 +00:00
207ebde020
* Refactor assign_lights_to_clusters to always clear + update clusters, even if the screen size isn't available yet / is zero. This fixes #4167. We still avoid the "expensive" per-light work when the screen size isn't available yet. I also consolidated some logic to eliminate some redundancies. * Removed _a ton_ of (potentially very large) per-frame reallocations * Removed `Res<VisiblePointLights>` (a vec) in favor of `Res<GlobalVisiblePointLights>` (a hashmap). We were allocating a new hashmap every frame, the collecting it into a vec every frame, then in another system _re-generating the hashmap_. It is always used like a hashmap, might as well embrace that. We now reuse the same hashmap every frame and dont use any intermediate collections. * We were re-allocating Clusters aabb and light vectors every frame by re-constructing Clusters every frame. We now re-use the existing collections. * Reuse per-camera VisiblePointLight vecs when possible instead of allocating them every frame. We now only insert VisiblePointLights if the component doesn't exist yet.
1304 lines
48 KiB
Rust
1304 lines
48 KiB
Rust
use std::collections::HashSet;
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use bevy_asset::Assets;
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use bevy_ecs::prelude::*;
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use bevy_math::{Mat4, UVec2, UVec3, Vec2, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles};
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use bevy_reflect::Reflect;
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use bevy_render::{
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camera::{Camera, CameraProjection, OrthographicProjection},
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color::Color,
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prelude::Image,
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primitives::{Aabb, CubemapFrusta, Frustum, Sphere},
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view::{ComputedVisibility, RenderLayers, Visibility, VisibleEntities},
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};
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::tracing::warn;
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use bevy_window::Windows;
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use crate::{
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calculate_cluster_factors, CubeMapFace, CubemapVisibleEntities, ViewClusterBindings,
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CUBE_MAP_FACES, MAX_POINT_LIGHTS, POINT_LIGHT_NEAR_Z,
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};
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/// A light that emits light in all directions from a central point.
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///
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/// Real-world values for `intensity` (luminous power in lumens) based on the electrical power
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/// consumption of the type of real-world light are:
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///
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/// | Luminous Power (lumen) (i.e. the intensity member) | Incandescent non-halogen (Watts) | Incandescent halogen (Watts) | Compact fluorescent (Watts) | LED (Watts |
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/// |------|-----|----|--------|-------|
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/// | 200 | 25 | | 3-5 | 3 |
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/// | 450 | 40 | 29 | 9-11 | 5-8 |
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/// | 800 | 60 | | 13-15 | 8-12 |
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/// | 1100 | 75 | 53 | 18-20 | 10-16 |
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/// | 1600 | 100 | 72 | 24-28 | 14-17 |
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/// | 2400 | 150 | | 30-52 | 24-30 |
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/// | 3100 | 200 | | 49-75 | 32 |
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/// | 4000 | 300 | | 75-100 | 40.5 |
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///
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/// Source: [Wikipedia](https://en.wikipedia.org/wiki/Lumen_(unit)#Lighting)
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#[derive(Component, Debug, Clone, Copy, Reflect)]
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#[reflect(Component)]
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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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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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/// away.
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pub shadow_normal_bias: f32,
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}
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impl Default for PointLight {
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fn default() -> Self {
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PointLight {
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color: Color::rgb(1.0, 1.0, 1.0),
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/// Luminous power in lumens
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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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}
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}
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impl PointLight {
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pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.02;
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pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 0.6;
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}
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#[derive(Clone, Debug)]
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pub struct PointLightShadowMap {
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pub size: usize,
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}
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impl Default for PointLightShadowMap {
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fn default() -> Self {
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Self { size: 1024 }
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}
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}
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/// A Directional light.
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///
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/// Directional lights don't exist in reality but they are a good
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/// approximation for light sources VERY far away, like the sun or
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/// the moon.
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///
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/// Valid values for `illuminance` are:
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///
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/// | Illuminance (lux) | Surfaces illuminated by |
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/// |-------------------|------------------------------------------------|
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/// | 0.0001 | Moonless, overcast night sky (starlight) |
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/// | 0.002 | Moonless clear night sky with airglow |
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/// | 0.05–0.3 | Full moon on a clear night |
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/// | 3.4 | Dark limit of civil twilight under a clear sky |
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/// | 20–50 | Public areas with dark surroundings |
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/// | 50 | Family living room lights |
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/// | 80 | Office building hallway/toilet lighting |
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/// | 100 | Very dark overcast day |
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/// | 150 | Train station platforms |
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/// | 320–500 | Office lighting |
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/// | 400 | Sunrise or sunset on a clear day. |
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/// | 1000 | Overcast day; typical TV studio lighting |
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/// | 10,000–25,000 | Full daylight (not direct sun) |
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/// | 32,000–100,000 | Direct sunlight |
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///
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/// Source: [Wikipedia](https://en.wikipedia.org/wiki/Lux)
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component)]
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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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/// shadow map's texel size so that it is automatically adjusted to the orthographic projection.
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pub shadow_normal_bias: f32,
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}
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impl Default for DirectionalLight {
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fn default() -> Self {
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let size = 100.0;
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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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bottom: -size,
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top: size,
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near: -size,
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far: size,
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..Default::default()
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},
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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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}
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}
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impl DirectionalLight {
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pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.02;
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pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 0.6;
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}
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#[derive(Clone, Debug)]
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pub struct DirectionalLightShadowMap {
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pub size: usize,
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}
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impl Default for DirectionalLightShadowMap {
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fn default() -> Self {
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#[cfg(feature = "webgl")]
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return Self { size: 2048 };
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#[cfg(not(feature = "webgl"))]
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return Self { size: 4096 };
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}
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}
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/// An ambient light, which lights the entire scene equally.
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#[derive(Debug)]
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pub struct AmbientLight {
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pub color: Color,
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/// A direct scale factor multiplied with `color` before being passed to the shader.
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pub brightness: f32,
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}
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impl Default for AmbientLight {
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fn default() -> Self {
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Self {
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color: Color::rgb(1.0, 1.0, 1.0),
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brightness: 0.05,
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}
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}
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}
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/// Add this component to make a [`Mesh`](bevy_render::mesh::Mesh) not cast shadows.
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#[derive(Component)]
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pub struct NotShadowCaster;
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/// Add this component to make a [`Mesh`](bevy_render::mesh::Mesh) not receive shadows.
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#[derive(Component)]
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pub struct NotShadowReceiver;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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pub enum SimulationLightSystems {
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AddClusters,
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AssignLightsToClusters,
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UpdateDirectionalLightFrusta,
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UpdatePointLightFrusta,
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CheckLightVisibility,
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}
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// Clustered-forward rendering notes
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// The main initial reference material used was this rather accessible article:
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// http://www.aortiz.me/2018/12/21/CG.html
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// Some inspiration was taken from “Practical Clustered Shading” which is part 2 of:
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// https://efficientshading.com/2015/01/01/real-time-many-light-management-and-shadows-with-clustered-shading/
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// (Also note that Part 3 of the above shows how we could support the shadow mapping for many lights.)
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// The z-slicing method mentioned in the aortiz article is originally from Tiago Sousa’s Siggraph 2016 talk about Doom 2016:
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// http://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf
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/// Configure the far z-plane mode used for the furthest depth slice for clustered forward
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/// rendering
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#[derive(Debug, Copy, Clone)]
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pub enum ClusterFarZMode {
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/// Use the camera far-plane to determine the z-depth of the furthest cluster layer
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CameraFarPlane,
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/// Calculate the required maximum z-depth based on currently visible lights.
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/// Makes better use of available clusters, speeding up GPU lighting operations
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/// at the expense of some CPU time and using more indices in the cluster light
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/// index lists.
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MaxLightRange,
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/// Constant max z-depth
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Constant(f32),
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}
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/// Configure the depth-slicing strategy for clustered forward rendering
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#[derive(Debug, Copy, Clone)]
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pub struct ClusterZConfig {
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/// Far z plane of the first depth slice
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pub first_slice_depth: f32,
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/// Strategy for how to evaluate the far z plane of the furthest depth slice
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pub far_z_mode: ClusterFarZMode,
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}
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impl Default for ClusterZConfig {
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fn default() -> Self {
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Self {
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first_slice_depth: 5.0,
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far_z_mode: ClusterFarZMode::MaxLightRange,
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}
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}
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}
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/// Configuration of the clustering strategy for clustered forward rendering
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#[derive(Debug, Copy, Clone, Component)]
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pub enum ClusterConfig {
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/// Disable light cluster calculations for this view
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None,
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/// One single cluster. Optimal for low-light complexity scenes or scenes where
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/// most lights affect the entire scene.
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Single,
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/// Explicit x, y and z counts (may yield non-square x/y clusters depending on the aspect ratio)
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XYZ {
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dimensions: UVec3,
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z_config: ClusterZConfig,
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/// Specify if clusters should automatically resize in x/y if there is a risk of exceeding
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/// the available cluster-light index limit
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dynamic_resizing: bool,
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},
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/// Fixed number of z slices, x and y calculated to give square clusters
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/// with at most total clusters. For top-down games where lights will generally always be within a
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/// short depth range, it may be useful to use this configuration with 1 or few z slices. This
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/// would reduce the number of lights per cluster by distributing more clusters in screen space
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/// x/y which matches how lights are distributed in the scene.
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FixedZ {
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total: u32,
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z_slices: u32,
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z_config: ClusterZConfig,
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/// Specify if clusters should automatically resize in x/y if there is a risk of exceeding
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/// the available cluster-light index limit
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dynamic_resizing: bool,
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},
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}
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impl Default for ClusterConfig {
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fn default() -> Self {
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// 24 depth slices, square clusters with at most 4096 total clusters
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// use max light distance as clusters max Z-depth, first slice extends to 5.0
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Self::FixedZ {
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total: 4096,
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z_slices: 24,
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z_config: ClusterZConfig::default(),
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dynamic_resizing: true,
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}
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}
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}
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impl ClusterConfig {
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fn dimensions_for_screen_size(&self, screen_size: UVec2) -> UVec3 {
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match &self {
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ClusterConfig::None => UVec3::ZERO,
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ClusterConfig::Single => UVec3::ONE,
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ClusterConfig::XYZ { dimensions, .. } => *dimensions,
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ClusterConfig::FixedZ {
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total, z_slices, ..
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} => {
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let aspect_ratio = screen_size.x as f32 / screen_size.y as f32;
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let mut z_slices = *z_slices;
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if *total < z_slices {
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warn!("ClusterConfig has more z-slices than total clusters!");
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z_slices = *total;
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}
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let per_layer = *total as f32 / z_slices as f32;
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let y = f32::sqrt(per_layer / aspect_ratio);
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let mut x = (y * aspect_ratio) as u32;
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let mut y = y as u32;
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// check extremes
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if x == 0 {
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x = 1;
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y = per_layer as u32;
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}
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if y == 0 {
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x = per_layer as u32;
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y = 1;
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}
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UVec3::new(x, y, z_slices)
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}
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}
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}
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fn first_slice_depth(&self) -> f32 {
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match self {
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ClusterConfig::None => 0.0,
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ClusterConfig::Single => 0.0,
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ClusterConfig::XYZ { z_config, .. } | ClusterConfig::FixedZ { z_config, .. } => {
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z_config.first_slice_depth
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}
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}
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}
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fn far_z_mode(&self) -> ClusterFarZMode {
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match self {
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ClusterConfig::None => ClusterFarZMode::Constant(0.0),
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ClusterConfig::Single => ClusterFarZMode::MaxLightRange,
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ClusterConfig::XYZ { z_config, .. } | ClusterConfig::FixedZ { z_config, .. } => {
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z_config.far_z_mode
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}
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}
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}
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fn dynamic_resizing(&self) -> bool {
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match self {
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ClusterConfig::None | ClusterConfig::Single => false,
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ClusterConfig::XYZ {
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dynamic_resizing, ..
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}
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| ClusterConfig::FixedZ {
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dynamic_resizing, ..
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} => *dynamic_resizing,
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}
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}
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}
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#[derive(Component, Debug, Default)]
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pub struct Clusters {
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/// Tile size
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pub(crate) tile_size: UVec2,
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/// Number of clusters in x / y / z in the view frustum
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pub(crate) dimensions: UVec3,
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/// Distance to the far plane of the first depth slice. The first depth slice is special
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/// and explicitly-configured to avoid having unnecessarily many slices close to the camera.
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pub(crate) near: f32,
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pub(crate) far: f32,
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aabbs: Vec<Aabb>,
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pub(crate) lights: Vec<VisiblePointLights>,
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}
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impl Clusters {
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fn update(&mut self, screen_size: UVec2, requested_dimensions: UVec3) {
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debug_assert!(
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requested_dimensions.x > 0 && requested_dimensions.y > 0 && requested_dimensions.z > 0
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);
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let tile_size = (screen_size.as_vec2() / requested_dimensions.xy().as_vec2())
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.ceil()
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.as_uvec2()
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.max(UVec2::ONE);
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self.tile_size = tile_size;
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self.dimensions = (screen_size.as_vec2() / tile_size.as_vec2())
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.ceil()
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.as_uvec2()
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.extend(requested_dimensions.z)
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.max(UVec3::ONE);
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// NOTE: Maximum 4096 clusters due to uniform buffer size constraints
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debug_assert!(self.dimensions.x * self.dimensions.y * self.dimensions.z <= 4096);
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}
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}
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fn clip_to_view(inverse_projection: Mat4, clip: Vec4) -> Vec4 {
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let view = inverse_projection * clip;
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view / view.w
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}
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fn screen_to_view(screen_size: Vec2, inverse_projection: Mat4, screen: Vec2, ndc_z: f32) -> Vec4 {
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let tex_coord = screen / screen_size;
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let clip = Vec4::new(
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tex_coord.x * 2.0 - 1.0,
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(1.0 - tex_coord.y) * 2.0 - 1.0,
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ndc_z,
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1.0,
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);
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clip_to_view(inverse_projection, clip)
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}
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// Calculate the intersection of a ray from the eye through the view space position to a z plane
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fn line_intersection_to_z_plane(origin: Vec3, p: Vec3, z: f32) -> Vec3 {
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let v = p - origin;
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let t = (z - Vec3::Z.dot(origin)) / Vec3::Z.dot(v);
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origin + t * v
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}
|
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|
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#[allow(clippy::too_many_arguments)]
|
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fn compute_aabb_for_cluster(
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z_near: f32,
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z_far: f32,
|
||
tile_size: Vec2,
|
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screen_size: Vec2,
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inverse_projection: Mat4,
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is_orthographic: bool,
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cluster_dimensions: UVec3,
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ijk: UVec3,
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) -> Aabb {
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let ijk = ijk.as_vec3();
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|
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// Calculate the minimum and maximum points in screen space
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let p_min = ijk.xy() * tile_size;
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let p_max = p_min + tile_size;
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|
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let cluster_min;
|
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let cluster_max;
|
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if is_orthographic {
|
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// Use linear depth slicing for orthographic
|
||
|
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// Convert to view space at the cluster near and far planes
|
||
// NOTE: 1.0 is the near plane due to using reverse z projections
|
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let p_min = screen_to_view(
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screen_size,
|
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inverse_projection,
|
||
p_min,
|
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1.0 - (ijk.z / cluster_dimensions.z as f32),
|
||
)
|
||
.xyz();
|
||
let p_max = screen_to_view(
|
||
screen_size,
|
||
inverse_projection,
|
||
p_max,
|
||
1.0 - ((ijk.z + 1.0) / cluster_dimensions.z as f32),
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||
)
|
||
.xyz();
|
||
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cluster_min = p_min.min(p_max);
|
||
cluster_max = p_min.max(p_max);
|
||
} else {
|
||
// Convert to view space at the near plane
|
||
// NOTE: 1.0 is the near plane due to using reverse z projections
|
||
let p_min = screen_to_view(screen_size, inverse_projection, p_min, 1.0);
|
||
let p_max = screen_to_view(screen_size, inverse_projection, p_max, 1.0);
|
||
|
||
let z_far_over_z_near = -z_far / -z_near;
|
||
let cluster_near = if ijk.z == 0.0 {
|
||
0.0
|
||
} else {
|
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-z_near * z_far_over_z_near.powf((ijk.z - 1.0) / (cluster_dimensions.z - 1) as f32)
|
||
};
|
||
// NOTE: This could be simplified to:
|
||
// cluster_far = cluster_near * z_far_over_z_near;
|
||
let cluster_far = if cluster_dimensions.z == 1 {
|
||
-z_far
|
||
} else {
|
||
-z_near * z_far_over_z_near.powf(ijk.z / (cluster_dimensions.z - 1) as f32)
|
||
};
|
||
|
||
// Calculate the four intersection points of the min and max points with the cluster near and far planes
|
||
let p_min_near = line_intersection_to_z_plane(Vec3::ZERO, p_min.xyz(), cluster_near);
|
||
let p_min_far = line_intersection_to_z_plane(Vec3::ZERO, p_min.xyz(), cluster_far);
|
||
let p_max_near = line_intersection_to_z_plane(Vec3::ZERO, p_max.xyz(), cluster_near);
|
||
let p_max_far = line_intersection_to_z_plane(Vec3::ZERO, p_max.xyz(), cluster_far);
|
||
|
||
cluster_min = p_min_near.min(p_min_far).min(p_max_near.min(p_max_far));
|
||
cluster_max = p_min_near.max(p_min_far).max(p_max_near.max(p_max_far));
|
||
}
|
||
|
||
Aabb::from_min_max(cluster_min, cluster_max)
|
||
}
|
||
|
||
pub fn add_clusters(
|
||
mut commands: Commands,
|
||
cameras: Query<(Entity, Option<&ClusterConfig>), (With<Camera>, Without<Clusters>)>,
|
||
) {
|
||
for (entity, config) in cameras.iter() {
|
||
let config = config.copied().unwrap_or_default();
|
||
// actual settings here don't matter - they will be overwritten in assign_lights_to_clusters
|
||
commands
|
||
.entity(entity)
|
||
.insert_bundle((Clusters::default(), config));
|
||
}
|
||
}
|
||
|
||
#[derive(Clone, Component, Debug, Default)]
|
||
pub struct VisiblePointLights {
|
||
pub(crate) entities: Vec<Entity>,
|
||
}
|
||
|
||
impl VisiblePointLights {
|
||
#[inline]
|
||
pub fn iter(&self) -> impl DoubleEndedIterator<Item = &Entity> {
|
||
self.entities.iter()
|
||
}
|
||
|
||
#[inline]
|
||
pub fn len(&self) -> usize {
|
||
self.entities.len()
|
||
}
|
||
|
||
#[inline]
|
||
pub fn is_empty(&self) -> bool {
|
||
self.entities.is_empty()
|
||
}
|
||
}
|
||
|
||
fn view_z_to_z_slice(
|
||
cluster_factors: Vec2,
|
||
z_slices: f32,
|
||
view_z: f32,
|
||
is_orthographic: bool,
|
||
) -> u32 {
|
||
if is_orthographic {
|
||
// NOTE: view_z is correct in the orthographic case
|
||
((view_z - cluster_factors.x) * cluster_factors.y).floor() as u32
|
||
} else {
|
||
// NOTE: had to use -view_z to make it positive else log(negative) is nan
|
||
((-view_z).ln() * cluster_factors.x - cluster_factors.y + 1.0).clamp(0.0, z_slices - 1.0)
|
||
as u32
|
||
}
|
||
}
|
||
|
||
fn ndc_position_to_cluster(
|
||
cluster_dimensions: UVec3,
|
||
cluster_factors: Vec2,
|
||
is_orthographic: bool,
|
||
ndc_p: Vec3,
|
||
view_z: f32,
|
||
) -> UVec3 {
|
||
let cluster_dimensions_f32 = cluster_dimensions.as_vec3();
|
||
let frag_coord =
|
||
(ndc_p.xy() * Vec2::new(0.5, -0.5) + Vec2::splat(0.5)).clamp(Vec2::ZERO, Vec2::ONE);
|
||
let xy = (frag_coord * cluster_dimensions_f32.xy()).floor();
|
||
let z_slice = view_z_to_z_slice(
|
||
cluster_factors,
|
||
cluster_dimensions.z as f32,
|
||
view_z,
|
||
is_orthographic,
|
||
);
|
||
xy.as_uvec2()
|
||
.extend(z_slice)
|
||
.clamp(UVec3::ZERO, cluster_dimensions - UVec3::ONE)
|
||
}
|
||
|
||
// Calculate bounds for the light using a view space aabb.
|
||
// Returns a (Vec3, Vec3) containing min and max with
|
||
// x and y in normalized device coordinates with range [-1, 1]
|
||
// z in view space, with range [-inf, -f32::MIN_POSITIVE]
|
||
fn cluster_space_light_aabb(
|
||
inverse_view_transform: Mat4,
|
||
projection_matrix: Mat4,
|
||
light_sphere: &Sphere,
|
||
) -> (Vec3, Vec3) {
|
||
let light_aabb_view = Aabb {
|
||
center: Vec3A::from(inverse_view_transform * light_sphere.center.extend(1.0)),
|
||
half_extents: Vec3A::splat(light_sphere.radius),
|
||
};
|
||
let (mut light_aabb_view_min, mut light_aabb_view_max) =
|
||
(light_aabb_view.min(), light_aabb_view.max());
|
||
|
||
// Constrain view z to be negative - i.e. in front of the camera
|
||
// When view z is >= 0.0 and we're using a perspective projection, bad things happen.
|
||
// At view z == 0.0, ndc x,y are mathematically undefined. At view z > 0.0, i.e. behind the camera,
|
||
// the perspective projection flips the directions of the axes. This breaks assumptions about
|
||
// use of min/max operations as something that was to the left in view space is now returning a
|
||
// coordinate that for view z in front of the camera would be on the right, but at view z behind the
|
||
// camera is on the left. So, we just constrain view z to be < 0.0 and necessarily in front of the camera.
|
||
light_aabb_view_min.z = light_aabb_view_min.z.min(-f32::MIN_POSITIVE);
|
||
light_aabb_view_max.z = light_aabb_view_max.z.min(-f32::MIN_POSITIVE);
|
||
|
||
// Is there a cheaper way to do this? The problem is that because of perspective
|
||
// the point at max z but min xy may be less xy in screenspace, and similar. As
|
||
// such, projecting the min and max xy at both the closer and further z and taking
|
||
// the min and max of those projected points addresses this.
|
||
let (
|
||
light_aabb_view_xymin_near,
|
||
light_aabb_view_xymin_far,
|
||
light_aabb_view_xymax_near,
|
||
light_aabb_view_xymax_far,
|
||
) = (
|
||
light_aabb_view_min,
|
||
light_aabb_view_min.xy().extend(light_aabb_view_max.z),
|
||
light_aabb_view_max.xy().extend(light_aabb_view_min.z),
|
||
light_aabb_view_max,
|
||
);
|
||
let (
|
||
light_aabb_clip_xymin_near,
|
||
light_aabb_clip_xymin_far,
|
||
light_aabb_clip_xymax_near,
|
||
light_aabb_clip_xymax_far,
|
||
) = (
|
||
projection_matrix * light_aabb_view_xymin_near.extend(1.0),
|
||
projection_matrix * light_aabb_view_xymin_far.extend(1.0),
|
||
projection_matrix * light_aabb_view_xymax_near.extend(1.0),
|
||
projection_matrix * light_aabb_view_xymax_far.extend(1.0),
|
||
);
|
||
let (
|
||
light_aabb_ndc_xymin_near,
|
||
light_aabb_ndc_xymin_far,
|
||
light_aabb_ndc_xymax_near,
|
||
light_aabb_ndc_xymax_far,
|
||
) = (
|
||
light_aabb_clip_xymin_near.xyz() / light_aabb_clip_xymin_near.w,
|
||
light_aabb_clip_xymin_far.xyz() / light_aabb_clip_xymin_far.w,
|
||
light_aabb_clip_xymax_near.xyz() / light_aabb_clip_xymax_near.w,
|
||
light_aabb_clip_xymax_far.xyz() / light_aabb_clip_xymax_far.w,
|
||
);
|
||
let (light_aabb_ndc_min, light_aabb_ndc_max) = (
|
||
light_aabb_ndc_xymin_near
|
||
.min(light_aabb_ndc_xymin_far)
|
||
.min(light_aabb_ndc_xymax_near)
|
||
.min(light_aabb_ndc_xymax_far),
|
||
light_aabb_ndc_xymin_near
|
||
.max(light_aabb_ndc_xymin_far)
|
||
.max(light_aabb_ndc_xymax_near)
|
||
.max(light_aabb_ndc_xymax_far),
|
||
);
|
||
|
||
// pack unadjusted z depth into the vecs
|
||
let (aabb_min, aabb_max) = (
|
||
light_aabb_ndc_min.xy().extend(light_aabb_view_min.z),
|
||
light_aabb_ndc_max.xy().extend(light_aabb_view_max.z),
|
||
);
|
||
// clamp to ndc coords
|
||
(
|
||
aabb_min.clamp(
|
||
Vec3::new(-1.0, -1.0, f32::MIN),
|
||
Vec3::new(1.0, 1.0, f32::MAX),
|
||
),
|
||
aabb_max.clamp(
|
||
Vec3::new(-1.0, -1.0, f32::MIN),
|
||
Vec3::new(1.0, 1.0, f32::MAX),
|
||
),
|
||
)
|
||
}
|
||
|
||
// Sort point lights with shadows enabled first, then by a stable key so that the index
|
||
// can be used to render at most `MAX_POINT_LIGHT_SHADOW_MAPS` point light shadows and
|
||
// we keep a stable set of lights visible
|
||
pub(crate) fn point_light_order(
|
||
(entity_1, shadows_enabled_1): (&Entity, &bool),
|
||
(entity_2, shadows_enabled_2): (&Entity, &bool),
|
||
) -> std::cmp::Ordering {
|
||
shadows_enabled_1
|
||
.cmp(shadows_enabled_2)
|
||
.reverse()
|
||
.then_with(|| entity_1.cmp(entity_2))
|
||
}
|
||
|
||
#[derive(Clone, Copy)]
|
||
// data required for assigning lights to clusters
|
||
pub(crate) struct PointLightAssignmentData {
|
||
entity: Entity,
|
||
translation: Vec3,
|
||
range: f32,
|
||
shadows_enabled: bool,
|
||
}
|
||
|
||
#[derive(Default)]
|
||
pub struct GlobalVisiblePointLights {
|
||
entities: HashSet<Entity>,
|
||
}
|
||
|
||
impl GlobalVisiblePointLights {
|
||
#[inline]
|
||
pub fn iter(&self) -> impl Iterator<Item = &Entity> {
|
||
self.entities.iter()
|
||
}
|
||
|
||
#[inline]
|
||
pub fn contains(&self, entity: Entity) -> bool {
|
||
self.entities.contains(&entity)
|
||
}
|
||
}
|
||
|
||
// NOTE: Run this before update_point_light_frusta!
|
||
#[allow(clippy::too_many_arguments)]
|
||
pub(crate) fn assign_lights_to_clusters(
|
||
mut commands: Commands,
|
||
mut global_lights: ResMut<GlobalVisiblePointLights>,
|
||
windows: Res<Windows>,
|
||
images: Res<Assets<Image>>,
|
||
mut views: Query<(
|
||
Entity,
|
||
&GlobalTransform,
|
||
&Camera,
|
||
&Frustum,
|
||
&ClusterConfig,
|
||
&mut Clusters,
|
||
Option<&mut VisiblePointLights>,
|
||
)>,
|
||
lights_query: Query<(Entity, &GlobalTransform, &PointLight, &Visibility)>,
|
||
mut lights: Local<Vec<PointLightAssignmentData>>,
|
||
mut max_point_lights_warning_emitted: Local<bool>,
|
||
) {
|
||
global_lights.entities.clear();
|
||
lights.clear();
|
||
// collect just the relevant light query data into a persisted vec to avoid reallocating each frame
|
||
lights.extend(
|
||
lights_query
|
||
.iter()
|
||
.filter(|(.., visibility)| visibility.is_visible)
|
||
.map(
|
||
|(entity, transform, light, _visibility)| PointLightAssignmentData {
|
||
entity,
|
||
translation: transform.translation,
|
||
shadows_enabled: light.shadows_enabled,
|
||
range: light.range,
|
||
},
|
||
),
|
||
);
|
||
|
||
if lights.len() > MAX_POINT_LIGHTS {
|
||
lights.sort_by(|light_1, light_2| {
|
||
point_light_order(
|
||
(&light_1.entity, &light_1.shadows_enabled),
|
||
(&light_2.entity, &light_2.shadows_enabled),
|
||
)
|
||
});
|
||
|
||
// check each light against each view's frustum, keep only those that affect at least one of our views
|
||
let frusta: Vec<_> = views
|
||
.iter()
|
||
.map(|(_, _, _, frustum, _, _, _)| *frustum)
|
||
.collect();
|
||
let mut lights_in_view_count = 0;
|
||
lights.retain(|light| {
|
||
// take one extra light to check if we should emit the warning
|
||
if lights_in_view_count == MAX_POINT_LIGHTS + 1 {
|
||
false
|
||
} else {
|
||
let light_sphere = Sphere {
|
||
center: Vec3A::from(light.translation),
|
||
radius: light.range,
|
||
};
|
||
|
||
let light_in_view = frusta
|
||
.iter()
|
||
.any(|frustum| frustum.intersects_sphere(&light_sphere, true));
|
||
|
||
if light_in_view {
|
||
lights_in_view_count += 1;
|
||
}
|
||
|
||
light_in_view
|
||
}
|
||
});
|
||
|
||
if lights.len() > MAX_POINT_LIGHTS && !*max_point_lights_warning_emitted {
|
||
warn!("MAX_POINT_LIGHTS ({}) exceeded", MAX_POINT_LIGHTS);
|
||
*max_point_lights_warning_emitted = true;
|
||
}
|
||
|
||
lights.truncate(MAX_POINT_LIGHTS);
|
||
}
|
||
|
||
for (view_entity, camera_transform, camera, frustum, config, clusters, mut visible_lights) in
|
||
views.iter_mut()
|
||
{
|
||
if matches!(config, ClusterConfig::None) && visible_lights.is_some() {
|
||
commands.entity(view_entity).remove::<VisiblePointLights>();
|
||
continue;
|
||
}
|
||
|
||
let clusters = clusters.into_inner();
|
||
let screen_size = camera.target.get_physical_size(&windows, &images);
|
||
|
||
clusters.aabbs.clear();
|
||
clusters.lights.clear();
|
||
|
||
let screen_size = screen_size.unwrap_or_default();
|
||
let mut requested_cluster_dimensions = config.dimensions_for_screen_size(screen_size);
|
||
|
||
let view_transform = camera_transform.compute_matrix();
|
||
let inverse_view_transform = view_transform.inverse();
|
||
let is_orthographic = camera.projection_matrix.w_axis.w == 1.0;
|
||
|
||
let far_z = match config.far_z_mode() {
|
||
ClusterFarZMode::CameraFarPlane => camera.far,
|
||
ClusterFarZMode::MaxLightRange => {
|
||
let inverse_view_row_2 = inverse_view_transform.row(2);
|
||
lights
|
||
.iter()
|
||
.map(|light| {
|
||
-inverse_view_row_2.dot(light.translation.extend(1.0)) + light.range
|
||
})
|
||
.reduce(f32::max)
|
||
.unwrap_or(0.0)
|
||
}
|
||
ClusterFarZMode::Constant(far) => far,
|
||
};
|
||
let first_slice_depth = match requested_cluster_dimensions.z {
|
||
1 => config.first_slice_depth().max(far_z),
|
||
_ => config.first_slice_depth(),
|
||
};
|
||
// NOTE: Ensure the far_z is at least as far as the first_depth_slice to avoid clustering problems.
|
||
let far_z = far_z.max(first_slice_depth);
|
||
let cluster_factors = calculate_cluster_factors(
|
||
first_slice_depth,
|
||
far_z,
|
||
requested_cluster_dimensions.z as f32,
|
||
is_orthographic,
|
||
);
|
||
|
||
if config.dynamic_resizing() {
|
||
let mut cluster_index_estimate = 0.0;
|
||
for light in lights.iter() {
|
||
let light_sphere = Sphere {
|
||
center: Vec3A::from(light.translation),
|
||
radius: light.range,
|
||
};
|
||
|
||
// Check if the light is within the view frustum
|
||
if !frustum.intersects_sphere(&light_sphere, true) {
|
||
continue;
|
||
}
|
||
|
||
// calculate a conservative aabb estimate of number of clusters affected by this light
|
||
// this overestimates index counts by at most 50% (and typically much less) when the whole light range is in view
|
||
// it can overestimate more significantly when light ranges are only partially in view
|
||
let (light_aabb_min, light_aabb_max) = cluster_space_light_aabb(
|
||
inverse_view_transform,
|
||
camera.projection_matrix,
|
||
&light_sphere,
|
||
);
|
||
|
||
// since we won't adjust z slices we can calculate exact number of slices required in z dimension
|
||
let z_cluster_min = view_z_to_z_slice(
|
||
cluster_factors,
|
||
requested_cluster_dimensions.z as f32,
|
||
light_aabb_min.z,
|
||
is_orthographic,
|
||
);
|
||
let z_cluster_max = view_z_to_z_slice(
|
||
cluster_factors,
|
||
requested_cluster_dimensions.z as f32,
|
||
light_aabb_max.z,
|
||
is_orthographic,
|
||
);
|
||
let z_count =
|
||
z_cluster_min.max(z_cluster_max) - z_cluster_min.min(z_cluster_max) + 1;
|
||
|
||
// calculate x/y count using floats to avoid overestimating counts due to large initial tile sizes
|
||
let xy_min = light_aabb_min.xy();
|
||
let xy_max = light_aabb_max.xy();
|
||
// multiply by 0.5 to move from [-1,1] to [-0.5, 0.5], max extent of 1 in each dimension
|
||
let xy_count = (xy_max - xy_min)
|
||
* 0.5
|
||
* Vec2::new(
|
||
requested_cluster_dimensions.x as f32,
|
||
requested_cluster_dimensions.y as f32,
|
||
);
|
||
|
||
// add up to 2 to each axis to account for overlap
|
||
let x_overlap = if xy_min.x <= -1.0 { 0.0 } else { 1.0 }
|
||
+ if xy_max.x >= 1.0 { 0.0 } else { 1.0 };
|
||
let y_overlap = if xy_min.y <= -1.0 { 0.0 } else { 1.0 }
|
||
+ if xy_max.y >= 1.0 { 0.0 } else { 1.0 };
|
||
cluster_index_estimate +=
|
||
(xy_count.x + x_overlap) * (xy_count.y + y_overlap) * z_count as f32;
|
||
}
|
||
|
||
if cluster_index_estimate > ViewClusterBindings::MAX_INDICES as f32 {
|
||
// scale x and y cluster count to be able to fit all our indices
|
||
|
||
// we take the ratio of the actual indices over the index estimate.
|
||
// this not not guaranteed to be small enough due to overlapped tiles, but
|
||
// the conservative estimate is more than sufficient to cover the
|
||
// difference
|
||
let index_ratio =
|
||
ViewClusterBindings::MAX_INDICES as f32 / cluster_index_estimate as f32;
|
||
let xy_ratio = index_ratio.sqrt();
|
||
|
||
requested_cluster_dimensions.x =
|
||
((requested_cluster_dimensions.x as f32 * xy_ratio).floor() as u32).max(1);
|
||
requested_cluster_dimensions.y =
|
||
((requested_cluster_dimensions.y as f32 * xy_ratio).floor() as u32).max(1);
|
||
}
|
||
}
|
||
|
||
clusters.update(screen_size, requested_cluster_dimensions);
|
||
clusters.near = first_slice_depth;
|
||
clusters.far = far_z;
|
||
|
||
// NOTE: Maximum 4096 clusters due to uniform buffer size constraints
|
||
debug_assert!(
|
||
clusters.dimensions.x * clusters.dimensions.y * clusters.dimensions.z <= 4096
|
||
);
|
||
|
||
let inverse_projection = camera.projection_matrix.inverse();
|
||
|
||
let screen_size = screen_size.as_vec2();
|
||
let tile_size_u32 = clusters.tile_size;
|
||
let tile_size = tile_size_u32.as_vec2();
|
||
// Calculate view space AABBs
|
||
// NOTE: It is important that these are iterated in a specific order
|
||
// so that we can calculate the cluster index in the fragment shader!
|
||
// I (Rob Swain) choose to scan along rows of tiles in x,y, and for each tile then scan
|
||
// along z
|
||
for y in 0..clusters.dimensions.y {
|
||
for x in 0..clusters.dimensions.x {
|
||
for z in 0..clusters.dimensions.z {
|
||
clusters.aabbs.push(compute_aabb_for_cluster(
|
||
clusters.near,
|
||
clusters.far,
|
||
tile_size,
|
||
screen_size,
|
||
inverse_projection,
|
||
is_orthographic,
|
||
clusters.dimensions,
|
||
UVec3::new(x, y, z),
|
||
));
|
||
}
|
||
}
|
||
}
|
||
|
||
for lights in clusters.lights.iter_mut() {
|
||
lights.entities.clear();
|
||
}
|
||
clusters
|
||
.lights
|
||
.resize_with(clusters.aabbs.len(), VisiblePointLights::default);
|
||
|
||
if screen_size.x == 0.0 || screen_size.y == 0.0 {
|
||
continue;
|
||
}
|
||
|
||
let mut visible_lights_scratch = Vec::new();
|
||
|
||
{
|
||
// reuse existing visible lights Vec, if it exists
|
||
let visible_lights = if let Some(visible_lights) = visible_lights.as_mut() {
|
||
visible_lights.entities.clear();
|
||
&mut visible_lights.entities
|
||
} else {
|
||
&mut visible_lights_scratch
|
||
};
|
||
for light in lights.iter() {
|
||
let light_sphere = Sphere {
|
||
center: Vec3A::from(light.translation),
|
||
radius: light.range,
|
||
};
|
||
|
||
// Check if the light is within the view frustum
|
||
if !frustum.intersects_sphere(&light_sphere, true) {
|
||
continue;
|
||
}
|
||
|
||
// NOTE: The light intersects the frustum so it must be visible and part of the global set
|
||
global_lights.entities.insert(light.entity);
|
||
visible_lights.push(light.entity);
|
||
|
||
// note: caching seems to be slower than calling twice for this aabb calculation
|
||
let (light_aabb_xy_ndc_z_view_min, light_aabb_xy_ndc_z_view_max) =
|
||
cluster_space_light_aabb(
|
||
inverse_view_transform,
|
||
camera.projection_matrix,
|
||
&light_sphere,
|
||
);
|
||
|
||
let min_cluster = ndc_position_to_cluster(
|
||
clusters.dimensions,
|
||
cluster_factors,
|
||
is_orthographic,
|
||
light_aabb_xy_ndc_z_view_min,
|
||
light_aabb_xy_ndc_z_view_min.z,
|
||
);
|
||
let max_cluster = ndc_position_to_cluster(
|
||
clusters.dimensions,
|
||
cluster_factors,
|
||
is_orthographic,
|
||
light_aabb_xy_ndc_z_view_max,
|
||
light_aabb_xy_ndc_z_view_max.z,
|
||
);
|
||
let (min_cluster, max_cluster) =
|
||
(min_cluster.min(max_cluster), min_cluster.max(max_cluster));
|
||
|
||
for y in min_cluster.y..=max_cluster.y {
|
||
let row_offset = y * clusters.dimensions.x;
|
||
for x in min_cluster.x..=max_cluster.x {
|
||
let col_offset = (row_offset + x) * clusters.dimensions.z;
|
||
for z in min_cluster.z..=max_cluster.z {
|
||
// NOTE: cluster_index = (y * dim.x + x) * dim.z + z
|
||
let cluster_index = (col_offset + z) as usize;
|
||
let cluster_aabb = &clusters.aabbs[cluster_index];
|
||
if light_sphere.intersects_obb(cluster_aabb, &view_transform) {
|
||
clusters.lights[cluster_index].entities.push(light.entity);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if visible_lights.is_none() {
|
||
commands.entity(view_entity).insert(VisiblePointLights {
|
||
entities: visible_lights_scratch,
|
||
});
|
||
}
|
||
}
|
||
}
|
||
|
||
pub fn update_directional_light_frusta(
|
||
mut views: Query<
|
||
(
|
||
&GlobalTransform,
|
||
&DirectionalLight,
|
||
&mut Frustum,
|
||
&Visibility,
|
||
),
|
||
Or<(Changed<GlobalTransform>, Changed<DirectionalLight>)>,
|
||
>,
|
||
) {
|
||
for (transform, directional_light, mut frustum, visibility) in views.iter_mut() {
|
||
// The frustum is used for culling meshes to the light for shadow mapping
|
||
// so if shadow mapping is disabled for this light, then the frustum is
|
||
// not needed.
|
||
if !directional_light.shadows_enabled || !visibility.is_visible {
|
||
continue;
|
||
}
|
||
|
||
let view_projection = directional_light.shadow_projection.get_projection_matrix()
|
||
* transform.compute_matrix().inverse();
|
||
*frustum = Frustum::from_view_projection(
|
||
&view_projection,
|
||
&transform.translation,
|
||
&transform.back(),
|
||
directional_light.shadow_projection.far(),
|
||
);
|
||
}
|
||
}
|
||
|
||
// NOTE: Run this after assign_lights_to_clusters!
|
||
pub fn update_point_light_frusta(
|
||
global_lights: Res<GlobalVisiblePointLights>,
|
||
mut views: Query<
|
||
(Entity, &GlobalTransform, &PointLight, &mut CubemapFrusta),
|
||
Or<(Changed<GlobalTransform>, Changed<PointLight>)>,
|
||
>,
|
||
) {
|
||
let projection =
|
||
Mat4::perspective_infinite_reverse_rh(std::f32::consts::FRAC_PI_2, 1.0, POINT_LIGHT_NEAR_Z);
|
||
let view_rotations = CUBE_MAP_FACES
|
||
.iter()
|
||
.map(|CubeMapFace { target, up }| GlobalTransform::identity().looking_at(*target, *up))
|
||
.collect::<Vec<_>>();
|
||
|
||
for (entity, transform, point_light, mut cubemap_frusta) in views.iter_mut() {
|
||
// The frusta are used for culling meshes to the light for shadow mapping
|
||
// so if shadow mapping is disabled for this light, then the frusta are
|
||
// not needed.
|
||
// Also, if the light is not relevant for any cluster, it will not be in the
|
||
// global lights set and so there is no need to update its frusta.
|
||
if !point_light.shadows_enabled || !global_lights.entities.contains(&entity) {
|
||
continue;
|
||
}
|
||
|
||
// 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(transform.translation);
|
||
let view_backward = transform.back();
|
||
|
||
for (view_rotation, frustum) in view_rotations.iter().zip(cubemap_frusta.iter_mut()) {
|
||
let view = view_translation * *view_rotation;
|
||
let view_projection = projection * view.compute_matrix().inverse();
|
||
|
||
*frustum = Frustum::from_view_projection(
|
||
&view_projection,
|
||
&transform.translation,
|
||
&view_backward,
|
||
point_light.range,
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
pub fn check_light_mesh_visibility(
|
||
visible_point_lights: Query<&VisiblePointLights>,
|
||
mut point_lights: Query<(
|
||
&PointLight,
|
||
&GlobalTransform,
|
||
&CubemapFrusta,
|
||
&mut CubemapVisibleEntities,
|
||
Option<&RenderLayers>,
|
||
)>,
|
||
mut directional_lights: Query<(
|
||
&DirectionalLight,
|
||
&Frustum,
|
||
&mut VisibleEntities,
|
||
Option<&RenderLayers>,
|
||
&Visibility,
|
||
)>,
|
||
mut visible_entity_query: Query<
|
||
(
|
||
Entity,
|
||
&Visibility,
|
||
&mut ComputedVisibility,
|
||
Option<&RenderLayers>,
|
||
Option<&Aabb>,
|
||
Option<&GlobalTransform>,
|
||
),
|
||
Without<NotShadowCaster>,
|
||
>,
|
||
) {
|
||
// Directonal lights
|
||
for (directional_light, frustum, mut visible_entities, maybe_view_mask, visibility) in
|
||
directional_lights.iter_mut()
|
||
{
|
||
visible_entities.entities.clear();
|
||
|
||
// NOTE: If shadow mapping is disabled for the light then it must have no visible entities
|
||
if !directional_light.shadows_enabled || !visibility.is_visible {
|
||
continue;
|
||
}
|
||
|
||
let view_mask = maybe_view_mask.copied().unwrap_or_default();
|
||
|
||
for (
|
||
entity,
|
||
visibility,
|
||
mut computed_visibility,
|
||
maybe_entity_mask,
|
||
maybe_aabb,
|
||
maybe_transform,
|
||
) in visible_entity_query.iter_mut()
|
||
{
|
||
if !visibility.is_visible {
|
||
continue;
|
||
}
|
||
|
||
let entity_mask = maybe_entity_mask.copied().unwrap_or_default();
|
||
if !view_mask.intersects(&entity_mask) {
|
||
continue;
|
||
}
|
||
|
||
// If we have an aabb and transform, do frustum culling
|
||
if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
|
||
if !frustum.intersects_obb(aabb, &transform.compute_matrix(), true) {
|
||
continue;
|
||
}
|
||
}
|
||
|
||
computed_visibility.is_visible = true;
|
||
visible_entities.entities.push(entity);
|
||
}
|
||
|
||
// TODO: check for big changes in visible entities len() vs capacity() (ex: 2x) and resize
|
||
// to prevent holding unneeded memory
|
||
}
|
||
|
||
// Point lights
|
||
for visible_lights in visible_point_lights.iter() {
|
||
for light_entity in visible_lights.entities.iter().copied() {
|
||
if let Ok((
|
||
point_light,
|
||
transform,
|
||
cubemap_frusta,
|
||
mut cubemap_visible_entities,
|
||
maybe_view_mask,
|
||
)) = point_lights.get_mut(light_entity)
|
||
{
|
||
for visible_entities in cubemap_visible_entities.iter_mut() {
|
||
visible_entities.entities.clear();
|
||
}
|
||
|
||
// NOTE: If shadow mapping is disabled for the light then it must have no visible entities
|
||
if !point_light.shadows_enabled {
|
||
continue;
|
||
}
|
||
|
||
let view_mask = maybe_view_mask.copied().unwrap_or_default();
|
||
let light_sphere = Sphere {
|
||
center: Vec3A::from(transform.translation),
|
||
radius: point_light.range,
|
||
};
|
||
|
||
for (
|
||
entity,
|
||
visibility,
|
||
mut computed_visibility,
|
||
maybe_entity_mask,
|
||
maybe_aabb,
|
||
maybe_transform,
|
||
) in visible_entity_query.iter_mut()
|
||
{
|
||
if !visibility.is_visible {
|
||
continue;
|
||
}
|
||
|
||
let entity_mask = maybe_entity_mask.copied().unwrap_or_default();
|
||
if !view_mask.intersects(&entity_mask) {
|
||
continue;
|
||
}
|
||
|
||
// If we have an aabb and transform, do frustum culling
|
||
if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
|
||
let model_to_world = transform.compute_matrix();
|
||
// Do a cheap sphere vs obb test to prune out most meshes outside the sphere of the light
|
||
if !light_sphere.intersects_obb(aabb, &model_to_world) {
|
||
continue;
|
||
}
|
||
for (frustum, visible_entities) in cubemap_frusta
|
||
.iter()
|
||
.zip(cubemap_visible_entities.iter_mut())
|
||
{
|
||
if frustum.intersects_obb(aabb, &model_to_world, true) {
|
||
computed_visibility.is_visible = true;
|
||
visible_entities.entities.push(entity);
|
||
}
|
||
}
|
||
} else {
|
||
computed_visibility.is_visible = true;
|
||
for visible_entities in cubemap_visible_entities.iter_mut() {
|
||
visible_entities.entities.push(entity);
|
||
}
|
||
}
|
||
}
|
||
|
||
// TODO: check for big changes in visible entities len() vs capacity() (ex: 2x) and resize
|
||
// to prevent holding unneeded memory
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#[cfg(test)]
|
||
mod test {
|
||
use super::*;
|
||
|
||
fn test_cluster_tiling(config: ClusterConfig, screen_size: UVec2) -> Clusters {
|
||
let dims = config.dimensions_for_screen_size(screen_size);
|
||
|
||
// note: near & far do not affect tiling
|
||
let mut clusters = Clusters::default();
|
||
clusters.update(screen_size, dims);
|
||
|
||
// check we cover the screen
|
||
assert!(clusters.tile_size.x * clusters.dimensions.x >= screen_size.x);
|
||
assert!(clusters.tile_size.y * clusters.dimensions.y >= screen_size.y);
|
||
// check a smaller number of clusters would not cover the screen
|
||
assert!(clusters.tile_size.x * (clusters.dimensions.x - 1) < screen_size.x);
|
||
assert!(clusters.tile_size.y * (clusters.dimensions.y - 1) < screen_size.y);
|
||
// check a smaller tilesize would not cover the screen
|
||
assert!((clusters.tile_size.x - 1) * clusters.dimensions.x < screen_size.x);
|
||
assert!((clusters.tile_size.y - 1) * clusters.dimensions.y < screen_size.y);
|
||
// check we don't have more clusters than pixels
|
||
assert!(clusters.dimensions.x <= screen_size.x);
|
||
assert!(clusters.dimensions.y <= screen_size.y);
|
||
|
||
clusters
|
||
}
|
||
|
||
#[test]
|
||
// check tiling for small screen sizes
|
||
fn test_default_cluster_setup_small_screensizes() {
|
||
for x in 1..100 {
|
||
for y in 1..100 {
|
||
let screen_size = UVec2::new(x, y);
|
||
let clusters = test_cluster_tiling(ClusterConfig::default(), screen_size);
|
||
assert!(
|
||
clusters.dimensions.x * clusters.dimensions.y * clusters.dimensions.z <= 4096
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
#[test]
|
||
// check tiling for long thin screen sizes
|
||
fn test_default_cluster_setup_small_x() {
|
||
for x in 1..10 {
|
||
for y in 1..5000 {
|
||
let screen_size = UVec2::new(x, y);
|
||
let clusters = test_cluster_tiling(ClusterConfig::default(), screen_size);
|
||
assert!(
|
||
clusters.dimensions.x * clusters.dimensions.y * clusters.dimensions.z <= 4096
|
||
);
|
||
|
||
let screen_size = UVec2::new(y, x);
|
||
let clusters = test_cluster_tiling(ClusterConfig::default(), screen_size);
|
||
assert!(
|
||
clusters.dimensions.x * clusters.dimensions.y * clusters.dimensions.z <= 4096
|
||
);
|
||
}
|
||
}
|
||
}
|
||
}
|