bevy/crates/bevy_pbr/src/render/light.rs
Robert Swain 5cb6f7ffd2 Do not create nor execute render passes which have no phase items to draw (#4643)
# Objective

- Creating and executing render passes has GPU overhead. If there are no phase items in the render phase to draw, then this overhead should not be incurred as it has no benefit.

## Solution

- Check if there are no phase items to draw, and if not, do not construct not execute the render pass

---

## Changelog

- Changed: Do not create nor execute empty render passes
2022-05-02 20:22:30 +00:00

1507 lines
56 KiB
Rust

use crate::{
point_light_order, AmbientLight, Clusters, CubemapVisibleEntities, DirectionalLight,
DirectionalLightShadowMap, DrawMesh, GlobalVisiblePointLights, MeshPipeline, NotShadowCaster,
PointLight, PointLightShadowMap, SetMeshBindGroup, VisiblePointLights, SHADOW_SHADER_HANDLE,
};
use bevy_asset::Handle;
use bevy_core_pipeline::Transparent3d;
use bevy_ecs::{
prelude::*,
system::{lifetimeless::*, SystemParamItem},
};
use bevy_math::{const_vec3, Mat4, UVec2, UVec3, UVec4, Vec2, Vec3, Vec4, Vec4Swizzles};
use bevy_render::{
camera::{Camera, CameraProjection},
color::Color,
mesh::{Mesh, MeshVertexBufferLayout},
render_asset::RenderAssets,
render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
render_phase::{
CachedRenderPipelinePhaseItem, DrawFunctionId, DrawFunctions, EntityPhaseItem,
EntityRenderCommand, PhaseItem, RenderCommandResult, RenderPhase, SetItemPipeline,
TrackedRenderPass,
},
render_resource::{std140::AsStd140, std430::AsStd430, *},
renderer::{RenderContext, RenderDevice, RenderQueue},
texture::*,
view::{
ExtractedView, ViewUniform, ViewUniformOffset, ViewUniforms, Visibility, VisibleEntities,
},
};
use bevy_transform::components::GlobalTransform;
use bevy_utils::FloatOrd;
use bevy_utils::{
tracing::{error, warn},
HashMap,
};
use std::num::NonZeroU32;
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
pub enum RenderLightSystems {
ExtractClusters,
ExtractLights,
PrepareClusters,
PrepareLights,
QueueShadows,
}
pub struct ExtractedAmbientLight {
color: Color,
brightness: f32,
}
#[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,
}
pub type ExtractedPointLightShadowMap = PointLightShadowMap;
#[derive(Component)]
pub struct ExtractedDirectionalLight {
color: Color,
illuminance: f32,
direction: Vec3,
projection: Mat4,
shadows_enabled: bool,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
near: f32,
far: f32,
}
pub type ExtractedDirectionalLightShadowMap = DirectionalLightShadowMap;
#[repr(C)]
#[derive(Copy, Clone, AsStd140, AsStd430, Default, Debug)]
pub struct GpuPointLight {
// The lower-right 2x2 values of the projection matrix 22 23 32 33
projection_lr: Vec4,
color_inverse_square_range: Vec4,
position_radius: Vec4,
flags: u32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
}
pub enum GpuPointLights {
Uniform {
buffer: UniformVec<[GpuPointLight; MAX_UNIFORM_BUFFER_POINT_LIGHTS]>,
},
Storage {
buffer: StorageBuffer<GpuPointLight>,
},
}
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 {
buffer: UniformVec::default(),
}
}
fn storage() -> Self {
Self::Storage {
buffer: StorageBuffer::default(),
}
}
fn clear(&mut self) {
match self {
GpuPointLights::Uniform { buffer } => buffer.clear(),
GpuPointLights::Storage { buffer } => buffer.clear(),
}
}
fn push(&mut self, mut lights: Vec<GpuPointLight>) {
match self {
GpuPointLights::Uniform { buffer } => {
// NOTE: This iterator construction allows moving and padding with default
// values and is like this to avoid unnecessary cloning.
let gpu_point_lights = lights
.drain(..)
.chain(std::iter::repeat_with(GpuPointLight::default))
.take(MAX_UNIFORM_BUFFER_POINT_LIGHTS)
.collect::<Vec<_>>();
buffer.push(gpu_point_lights.try_into().unwrap());
}
GpuPointLights::Storage { buffer } => {
buffer.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<BindingResource> {
match self {
GpuPointLights::Uniform { buffer } => buffer.binding(),
GpuPointLights::Storage { buffer } => buffer.binding(),
}
}
pub fn len(&self) -> usize {
match self {
GpuPointLights::Uniform { buffer } => buffer.len(),
GpuPointLights::Storage { buffer } => buffer.values().len(),
}
}
pub fn is_empty(&self) -> bool {
self.len() == 0
}
}
// NOTE: These must match the bit flags in bevy_pbr2/src/render/pbr.frag!
bitflags::bitflags! {
#[repr(transparent)]
struct PointLightFlags: u32 {
const SHADOWS_ENABLED = (1 << 0);
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
#[repr(C)]
#[derive(Copy, Clone, AsStd140, Default, Debug)]
pub struct GpuDirectionalLight {
view_projection: Mat4,
color: Vec4,
dir_to_light: Vec3,
flags: u32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
}
// NOTE: These must match the bit flags in bevy_pbr2/src/render/pbr.frag!
bitflags::bitflags! {
#[repr(transparent)]
struct DirectionalLightFlags: u32 {
const SHADOWS_ENABLED = (1 << 0);
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsStd140)]
pub struct GpuLights {
// TODO: this comes first to work around a WGSL alignment issue. We need to solve this issue before releasing the renderer rework
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<f32>(cluster_dimensions.xy) / vec2<f32>(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,
}
// NOTE: this must be kept in sync with the same constants in pbr.frag
pub const MAX_UNIFORM_BUFFER_POINT_LIGHTS: usize = 256;
pub const MAX_DIRECTIONAL_LIGHTS: usize = 1;
pub const DIRECTIONAL_SHADOW_LAYERS: u32 = MAX_DIRECTIONAL_LIGHTS as u32;
pub const SHADOW_FORMAT: TextureFormat = TextureFormat::Depth32Float;
pub struct ShadowPipeline {
pub view_layout: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
pub skinned_mesh_layout: BindGroupLayout,
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 ShadowPipeline {
fn from_world(world: &mut World) -> Self {
let world = world.cell();
let render_device = world.resource::<RenderDevice>();
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: BufferSize::new(ViewUniform::std140_size_static() as u64),
},
count: None,
},
],
label: Some("shadow_view_layout"),
});
let mesh_pipeline = world.resource::<MeshPipeline>();
let skinned_mesh_layout = mesh_pipeline.skinned_mesh_layout.clone();
ShadowPipeline {
view_layout,
mesh_layout: mesh_pipeline.mesh_layout.clone(),
skinned_mesh_layout,
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()
}),
}
}
}
bitflags::bitflags! {
#[repr(transparent)]
pub struct ShadowPipelineKey: u32 {
const NONE = 0;
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = ShadowPipelineKey::PRIMITIVE_TOPOLOGY_MASK_BITS << ShadowPipelineKey::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
}
}
impl ShadowPipelineKey {
const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = 32 - 3;
pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self {
let primitive_topology_bits = ((primitive_topology as u32)
& Self::PRIMITIVE_TOPOLOGY_MASK_BITS)
<< Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
Self::from_bits(primitive_topology_bits).unwrap()
}
pub fn primitive_topology(&self) -> PrimitiveTopology {
let primitive_topology_bits =
(self.bits >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS;
match primitive_topology_bits {
x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList,
x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList,
x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip,
x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList,
x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip,
_ => PrimitiveTopology::default(),
}
}
}
impl SpecializedMeshPipeline for ShadowPipeline {
type Key = ShadowPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut vertex_attributes = vec![Mesh::ATTRIBUTE_POSITION.at_shader_location(0)];
let mut bind_group_layout = vec![self.view_layout.clone()];
let mut shader_defs = Vec::new();
if layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX)
&& layout.contains(Mesh::ATTRIBUTE_JOINT_WEIGHT)
{
shader_defs.push(String::from("SKINNED"));
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(4));
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(5));
bind_group_layout.push(self.skinned_mesh_layout.clone());
} else {
bind_group_layout.push(self.mesh_layout.clone());
}
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
Ok(RenderPipelineDescriptor {
vertex: VertexState {
shader: SHADOW_SHADER_HANDLE.typed::<Shader>(),
entry_point: "vertex".into(),
shader_defs,
buffers: vec![vertex_buffer_layout],
},
fragment: None,
layout: Some(bind_group_layout),
primitive: PrimitiveState {
topology: key.primitive_topology(),
strip_index_format: None,
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(DepthStencilState {
format: SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::GreaterEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState::default(),
label: Some("shadow_pipeline".into()),
})
}
}
#[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<VisiblePointLights>,
}
pub fn extract_clusters(mut commands: Commands, views: Query<(Entity, &Clusters), With<Camera>>) {
for (entity, clusters) in views.iter() {
commands.get_or_spawn(entity).insert_bundle((
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,
ambient_light: Res<AmbientLight>,
point_light_shadow_map: Res<PointLightShadowMap>,
directional_light_shadow_map: Res<DirectionalLightShadowMap>,
global_point_lights: Res<GlobalVisiblePointLights>,
mut point_lights: Query<(&PointLight, &mut CubemapVisibleEntities, &GlobalTransform)>,
mut directional_lights: Query<(
Entity,
&DirectionalLight,
&mut VisibleEntities,
&GlobalTransform,
&Visibility,
)>,
mut previous_point_lights_len: Local<usize>,
) {
commands.insert_resource(ExtractedAmbientLight {
color: ambient_light.color,
brightness: ambient_light.brightness,
});
commands.insert_resource::<ExtractedPointLightShadowMap>(point_light_shadow_map.clone());
commands.insert_resource::<ExtractedDirectionalLightShadowMap>(
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() {
if let Ok((point_light, cubemap_visible_entities, transform)) = point_lights.get_mut(entity)
{
let render_cubemap_visible_entities =
std::mem::take(cubemap_visible_entities.into_inner());
point_lights_values.push((
entity,
(
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,
},
render_cubemap_visible_entities,
),
));
}
}
*previous_point_lights_len = point_lights_values.len();
commands.insert_or_spawn_batch(point_lights_values);
for (entity, directional_light, visible_entities, transform, visibility) in
directional_lights.iter_mut()
{
if !visibility.is_visible {
continue;
}
// Calulate the directional light shadow map texel size using the largest x,y dimension of
// the orthographic projection divided by the shadow map resolution
// NOTE: When using various PCF kernel sizes, this will need to be adjusted, according to:
// https://catlikecoding.com/unity/tutorials/custom-srp/directional-shadows/
let largest_dimension = (directional_light.shadow_projection.right
- directional_light.shadow_projection.left)
.max(
directional_light.shadow_projection.top
- directional_light.shadow_projection.bottom,
);
let directional_light_texel_size =
largest_dimension / directional_light_shadow_map.size as f32;
let render_visible_entities = std::mem::take(visible_entities.into_inner());
commands.get_or_spawn(entity).insert_bundle((
ExtractedDirectionalLight {
color: directional_light.color,
illuminance: directional_light.illuminance,
direction: transform.forward(),
projection: directional_light.shadow_projection.get_projection_matrix(),
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
* directional_light_texel_size
* std::f32::consts::SQRT_2,
near: directional_light.shadow_projection.near,
far: directional_light.shadow_projection.far,
},
render_visible_entities,
));
}
}
pub(crate) const POINT_LIGHT_NEAR_Z: f32 = 0.1f32;
// Can't do `Vec3::Y * -1.0` because mul isn't const
const NEGATIVE_X: Vec3 = const_vec3!([-1.0, 0.0, 0.0]);
const NEGATIVE_Y: Vec3 = const_vec3!([0.0, -1.0, 0.0]);
const NEGATIVE_Z: Vec3 = const_vec3!([0.0, 0.0, -1.0]);
pub(crate) struct CubeMapFace {
pub(crate) target: Vec3,
pub(crate) up: Vec3,
}
// see https://www.khronos.org/opengl/wiki/Cubemap_Texture
pub(crate) const CUBE_MAP_FACES: [CubeMapFace; 6] = [
// 0 GL_TEXTURE_CUBE_MAP_POSITIVE_X
CubeMapFace {
target: NEGATIVE_X,
up: NEGATIVE_Y,
},
// 1 GL_TEXTURE_CUBE_MAP_NEGATIVE_X
CubeMapFace {
target: Vec3::X,
up: NEGATIVE_Y,
},
// 2 GL_TEXTURE_CUBE_MAP_POSITIVE_Y
CubeMapFace {
target: NEGATIVE_Y,
up: Vec3::Z,
},
// 3 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
CubeMapFace {
target: Vec3::Y,
up: NEGATIVE_Z,
},
// 4 GL_TEXTURE_CUBE_MAP_POSITIVE_Z
CubeMapFace {
target: NEGATIVE_Z,
up: NEGATIVE_Y,
},
// 5 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
CubeMapFace {
target: Vec3::Z,
up: NEGATIVE_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_texture_view: TextureView,
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<Entity>,
}
#[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;
pub struct GlobalLightMeta {
pub gpu_point_lights: GpuPointLights,
pub entity_to_index: HashMap<Entity, usize>,
}
impl FromWorld for GlobalLightMeta {
fn from_world(world: &mut World) -> Self {
Self::new(
world
.resource::<RenderDevice>()
.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: HashMap::default(),
}
}
}
#[derive(Default)]
pub struct LightMeta {
pub view_gpu_lights: DynamicUniformVec<GpuLights>,
pub shadow_view_bind_group: Option<BindGroup>,
}
#[derive(Component)]
pub enum LightEntity {
Directional {
light_entity: Entity,
},
Point {
light_entity: Entity,
face_index: usize,
},
}
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,
)
}
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_lights(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut global_light_meta: ResMut<GlobalLightMeta>,
mut light_meta: ResMut<LightMeta>,
views: Query<
(Entity, &ExtractedView, &ExtractedClusterConfig),
With<RenderPhase<Transparent3d>>,
>,
ambient_light: Res<ExtractedAmbientLight>,
point_light_shadow_map: Res<ExtractedPointLightShadowMap>,
directional_light_shadow_map: Res<ExtractedDirectionalLightShadowMap>,
point_lights: Query<(Entity, &ExtractedPointLight)>,
directional_lights: Query<(Entity, &ExtractedDirectionalLight)>,
) {
light_meta.view_gpu_lights.clear();
// 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 }| GlobalTransform::identity().looking_at(*target, *up))
.collect::<Vec<_>>();
global_light_meta.gpu_point_lights.clear();
global_light_meta.entity_to_index.clear();
let mut point_lights: Vec<_> = point_lights.iter().collect::<Vec<_>>();
#[cfg(not(feature = "webgl"))]
let max_point_light_shadow_maps = point_lights
.iter()
.filter(|light| light.1.shadows_enabled)
.count()
.min((render_device.limits().max_texture_array_layers / 6) as usize);
#[cfg(feature = "webgl")]
let max_point_light_shadow_maps = 1;
// 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.
point_lights.sort_by(|(entity_1, light_1), (entity_2, light_2)| {
point_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 < max_point_light_shadow_maps {
flags |= PointLightFlags::SHADOWS_ENABLED;
}
gpu_point_lights.push(GpuPointLight {
projection_lr: 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,
),
// 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,
});
global_light_meta.entity_to_index.insert(entity, index);
}
global_light_meta.gpu_point_lights.push(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.iter() {
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: max_point_light_shadow_maps.max(1) as u32 * 6,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: SHADOW_FORMAT,
label: Some("point_light_shadow_map_texture"),
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING,
},
);
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: DIRECTIONAL_SHADOW_LAYERS,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: SHADOW_FORMAT,
label: Some("directional_light_shadow_map_texture"),
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING,
},
);
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: [GpuDirectionalLight::default(); MAX_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.width as f32,
clusters.dimensions.y as f32 / extracted_view.height 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,
};
// 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) in point_lights
.iter()
// Lights are sorted, shadow enabled lights are first
.take(max_point_light_shadow_maps)
.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) in cube_face_rotations.iter().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: NonZeroU32::new(1),
});
let view_light_entity = commands
.spawn()
.insert_bundle((
ShadowView {
depth_texture_view,
pass_name: format!(
"shadow pass point light {} {}",
light_index,
face_index_to_name(face_index)
),
},
ExtractedView {
width: point_light_shadow_map.size as u32,
height: point_light_shadow_map.size as u32,
transform: view_translation * *view_rotation,
projection: cube_face_projection,
near: POINT_LIGHT_NEAR_Z,
far: light.range,
},
RenderPhase::<Shadow>::default(),
LightEntity::Point {
light_entity,
face_index,
},
))
.id();
view_lights.push(view_light_entity);
}
}
for (i, (light_entity, light)) in directional_lights
.iter()
.enumerate()
.take(MAX_DIRECTIONAL_LIGHTS)
{
// direction is negated to be ready for N.L
let dir_to_light = -light.direction;
// convert from illuminance (lux) to candelas
//
// exposure is hard coded at the moment but should be replaced
// by values coming from the camera
// see: https://google.github.io/filament/Filament.html#imagingpipeline/physicallybasedcamera/exposuresettings
const APERTURE: f32 = 4.0;
const SHUTTER_SPEED: f32 = 1.0 / 250.0;
const SENSITIVITY: f32 = 100.0;
let ev100 =
f32::log2(APERTURE * APERTURE / SHUTTER_SPEED) - f32::log2(SENSITIVITY / 100.0);
let exposure = 1.0 / (f32::powf(2.0, ev100) * 1.2);
let intensity = light.illuminance * exposure;
// NOTE: A directional light seems to have to have an eye position on the line along the direction of the light
// through the world origin. I (Rob Swain) do not yet understand why it cannot be translated away from this.
let view = Mat4::look_at_rh(Vec3::ZERO, light.direction, Vec3::Y);
// NOTE: This orthographic projection defines the volume within which shadows from a directional light can be cast
let projection = light.projection;
let mut flags = DirectionalLightFlags::NONE;
if light.shadows_enabled {
flags |= DirectionalLightFlags::SHADOWS_ENABLED;
}
gpu_lights.directional_lights[i] = GpuDirectionalLight {
// premultiply color by intensity
// 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()) * intensity,
dir_to_light,
// NOTE: * view is correct, it should not be view.inverse() here
view_projection: projection * view,
flags: flags.bits,
shadow_depth_bias: light.shadow_depth_bias,
shadow_normal_bias: light.shadow_normal_bias,
};
if light.shadows_enabled {
let depth_texture_view =
directional_light_depth_texture
.texture
.create_view(&TextureViewDescriptor {
label: Some("directional_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: i as u32,
array_layer_count: NonZeroU32::new(1),
});
let view_light_entity = commands
.spawn()
.insert_bundle((
ShadowView {
depth_texture_view,
pass_name: format!("shadow pass directional light {}", i),
},
ExtractedView {
width: directional_light_shadow_map.size as u32,
height: directional_light_shadow_map.size as u32,
transform: GlobalTransform::from_matrix(view.inverse()),
projection,
near: light.near,
far: light.far,
},
RenderPhase::<Shadow>::default(),
LightEntity::Directional { light_entity },
))
.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(not(feature = "webgl"))]
dimension: Some(TextureViewDimension::CubeArray),
#[cfg(feature = "webgl")]
dimension: Some(TextureViewDimension::Cube),
aspect: TextureAspect::All,
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(not(feature = "webgl"))]
dimension: Some(TextureViewDimension::D2Array),
#[cfg(feature = "webgl")]
dimension: Some(TextureViewDimension::D2),
aspect: TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
commands.entity(entity).insert_bundle((
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: light_meta.view_gpu_lights.push(gpu_lights),
},
));
}
light_meta
.view_gpu_lights
.write_buffer(&render_device, &render_queue);
}
// 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 = 13;
const CLUSTER_OFFSET_MASK: u32 = (1 << (32 - CLUSTER_COUNT_SIZE)) - 1;
const CLUSTER_COUNT_MASK: u32 = (1 << CLUSTER_COUNT_SIZE) - 1;
const POINT_LIGHT_INDEX_MASK: u32 = (1 << 8) - 1;
// NOTE: With uniform buffer max binding size as 16384 bytes
// that means we can fit say 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 pair, so we choose to divide the
// remaining 9 bits proportionally to give some future room.
// This means we can pack the offset into the upper 19 bits of a u32
// and the count into the lower 13 bits.
// 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_count(offset: usize, count: usize) -> u32 {
((offset as u32 & CLUSTER_OFFSET_MASK) << CLUSTER_COUNT_SIZE)
| (count as u32 & CLUSTER_COUNT_MASK)
}
enum ViewClusterBuffers {
Uniform {
// NOTE: UVec4 is because all arrays in Std140 layout have 16-byte alignment
cluster_light_index_lists: UniformVec<[UVec4; ViewClusterBindings::MAX_UNIFORM_ITEMS]>,
// NOTE: UVec4 is because all arrays in Std140 layout have 16-byte alignment
cluster_offsets_and_counts: UniformVec<[UVec4; ViewClusterBindings::MAX_UNIFORM_ITEMS]>,
},
Storage {
cluster_light_index_lists: StorageBuffer<u32>,
cluster_offsets_and_counts: StorageBuffer<UVec2>,
},
}
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: UniformVec::default(),
cluster_offsets_and_counts: UniformVec::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 reserve_and_clear(&mut self) {
match &mut self.buffers {
ViewClusterBuffers::Uniform {
cluster_light_index_lists,
cluster_offsets_and_counts,
} => {
cluster_light_index_lists.clear();
cluster_light_index_lists.push([UVec4::ZERO; Self::MAX_UNIFORM_ITEMS]);
cluster_offsets_and_counts.clear();
cluster_offsets_and_counts.push([UVec4::ZERO; Self::MAX_UNIFORM_ITEMS]);
}
ViewClusterBuffers::Storage {
cluster_light_index_lists,
cluster_offsets_and_counts,
..
} => {
cluster_light_index_lists.clear();
cluster_offsets_and_counts.clear();
}
}
}
pub fn push_offset_and_count(&mut self, offset: usize, 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_count(offset, count);
cluster_offsets_and_counts.get_mut(0)[array_index][component] = packed;
}
ViewClusterBuffers::Storage {
cluster_offsets_and_counts,
..
} => {
cluster_offsets_and_counts.push(UVec2::new(offset as u32, count as u32));
}
}
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 & POINT_LIGHT_INDEX_MASK;
cluster_light_index_lists.get_mut(0)[array_index][component] |=
index << (8 * sub_index);
}
ViewClusterBuffers::Storage {
cluster_light_index_lists,
..
} => {
cluster_light_index_lists.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<BindingResource> {
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<BindingResource> {
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 prepare_clusters(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mesh_pipeline: Res<MeshPipeline>,
global_light_meta: Res<GlobalLightMeta>,
views: Query<
(
Entity,
&ExtractedClusterConfig,
&ExtractedClustersPointLights,
),
With<RenderPhase<Transparent3d>>,
>,
) {
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.iter() {
let mut view_clusters_bindings =
ViewClusterBindings::new(mesh_pipeline.clustered_forward_buffer_binding_type);
view_clusters_bindings.reserve_and_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];
let count = cluster_lights.len();
view_clusters_bindings.push_offset_and_count(offset, 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);
}
}
pub fn queue_shadow_view_bind_group(
render_device: Res<RenderDevice>,
shadow_pipeline: Res<ShadowPipeline>,
mut light_meta: ResMut<LightMeta>,
view_uniforms: Res<ViewUniforms>,
) {
if let Some(view_binding) = view_uniforms.uniforms.binding() {
light_meta.shadow_view_bind_group =
Some(render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: view_binding,
}],
label: Some("shadow_view_bind_group"),
layout: &shadow_pipeline.view_layout,
}));
}
}
#[allow(clippy::too_many_arguments)]
pub fn queue_shadows(
shadow_draw_functions: Res<DrawFunctions<Shadow>>,
shadow_pipeline: Res<ShadowPipeline>,
casting_meshes: Query<&Handle<Mesh>, Without<NotShadowCaster>>,
render_meshes: Res<RenderAssets<Mesh>>,
mut pipelines: ResMut<SpecializedMeshPipelines<ShadowPipeline>>,
mut pipeline_cache: ResMut<PipelineCache>,
view_lights: Query<&ViewLightEntities>,
mut view_light_shadow_phases: Query<(&LightEntity, &mut RenderPhase<Shadow>)>,
point_light_entities: Query<&CubemapVisibleEntities, With<ExtractedPointLight>>,
directional_light_entities: Query<&VisibleEntities, With<ExtractedDirectionalLight>>,
) {
for view_lights in view_lights.iter() {
let draw_shadow_mesh = shadow_draw_functions
.read()
.get_id::<DrawShadowMesh>()
.unwrap();
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 visible_entities = match light_entity {
LightEntity::Directional { light_entity } => directional_light_entities
.get(*light_entity)
.expect("Failed to get directional light visible entities"),
LightEntity::Point {
light_entity,
face_index,
} => point_light_entities
.get(*light_entity)
.expect("Failed to get point light visible entities")
.get(*face_index),
};
// NOTE: Lights with shadow mapping disabled will have no visible entities
// so no meshes will be queued
for entity in visible_entities.iter().copied() {
if let Ok(mesh_handle) = casting_meshes.get(entity) {
if let Some(mesh) = render_meshes.get(mesh_handle) {
let key =
ShadowPipelineKey::from_primitive_topology(mesh.primitive_topology);
let pipeline_id = pipelines.specialize(
&mut pipeline_cache,
&shadow_pipeline,
key,
&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 back-to-front
});
}
}
}
}
}
}
pub struct Shadow {
pub distance: f32,
pub entity: Entity,
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
}
impl PhaseItem for Shadow {
type SortKey = FloatOrd;
#[inline]
fn sort_key(&self) -> Self::SortKey {
FloatOrd(self.distance)
}
#[inline]
fn draw_function(&self) -> DrawFunctionId {
self.draw_function
}
}
impl EntityPhaseItem for Shadow {
fn entity(&self) -> Entity {
self.entity
}
}
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<Shadow>)>,
}
impl ShadowPassNode {
pub const IN_VIEW: &'static str = "view";
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 input(&self) -> Vec<SlotInfo> {
vec![SlotInfo::new(ShadowPassNode::IN_VIEW, SlotType::Entity)]
}
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.get_input_entity(Self::IN_VIEW)?;
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 pass_descriptor = RenderPassDescriptor {
label: Some(&view_light.pass_name),
color_attachments: &[],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
view: &view_light.depth_texture_view,
depth_ops: Some(Operations {
load: LoadOp::Clear(0.0),
store: true,
}),
stencil_ops: None,
}),
};
let draw_functions = world.resource::<DrawFunctions<Shadow>>();
let render_pass = render_context
.command_encoder
.begin_render_pass(&pass_descriptor);
let mut draw_functions = draw_functions.write();
let mut tracked_pass = TrackedRenderPass::new(render_pass);
for item in &shadow_phase.items {
let draw_function = draw_functions.get_mut(item.draw_function).unwrap();
draw_function.draw(world, &mut tracked_pass, view_light_entity, item);
}
}
}
Ok(())
}
}
pub type DrawShadowMesh = (
SetItemPipeline,
SetShadowViewBindGroup<0>,
SetMeshBindGroup<1>,
DrawMesh,
);
pub struct SetShadowViewBindGroup<const I: usize>;
impl<const I: usize> EntityRenderCommand for SetShadowViewBindGroup<I> {
type Param = (SRes<LightMeta>, SQuery<Read<ViewUniformOffset>>);
#[inline]
fn render<'w>(
view: Entity,
_item: Entity,
(light_meta, view_query): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let view_uniform_offset = view_query.get(view).unwrap();
pass.set_bind_group(
I,
light_meta
.into_inner()
.shadow_view_bind_group
.as_ref()
.unwrap(),
&[view_uniform_offset.offset],
);
RenderCommandResult::Success
}
}