mirror of
https://github.com/bevyengine/bevy
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3de391be21
# Objective - After #3192, some places where `as_rgba_linear` was called were doing too many conversions ## Solution - Fix the conversions
973 lines
37 KiB
Rust
973 lines
37 KiB
Rust
use crate::{
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AmbientLight, CubemapVisibleEntities, DirectionalLight, DirectionalLightShadowMap, DrawMesh,
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MeshPipeline, NotShadowCaster, PointLight, PointLightShadowMap, SetMeshBindGroup,
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SHADOW_SHADER_HANDLE,
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};
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use bevy_asset::Handle;
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use bevy_core::FloatOrd;
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use bevy_core_pipeline::Transparent3d;
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::*, SystemParamItem},
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};
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use bevy_math::{const_vec3, Mat4, Vec3, Vec4};
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use bevy_render2::{
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camera::CameraProjection,
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color::Color,
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mesh::Mesh,
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render_asset::RenderAssets,
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render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
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render_phase::{
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CachedPipelinePhaseItem, DrawFunctionId, DrawFunctions, EntityPhaseItem,
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EntityRenderCommand, PhaseItem, RenderCommandResult, RenderPhase, SetItemPipeline,
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TrackedRenderPass,
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},
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render_resource::*,
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renderer::{RenderContext, RenderDevice, RenderQueue},
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texture::*,
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view::{
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ExtractedView, ViewUniform, ViewUniformOffset, ViewUniforms, VisibleEntities, VisibleEntity,
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},
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};
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use bevy_transform::components::GlobalTransform;
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use crevice::std140::AsStd140;
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use std::num::NonZeroU32;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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pub enum RenderLightSystems {
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ExtractLights,
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PrepareLights,
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QueueShadows,
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}
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pub struct ExtractedAmbientLight {
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color: Color,
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brightness: f32,
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}
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#[derive(Component)]
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pub struct ExtractedPointLight {
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color: Color,
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/// luminous intensity in lumens per steradian
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intensity: f32,
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range: f32,
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radius: f32,
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transform: GlobalTransform,
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shadows_enabled: bool,
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shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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}
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pub type ExtractedPointLightShadowMap = PointLightShadowMap;
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#[derive(Component)]
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pub struct ExtractedDirectionalLight {
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color: Color,
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illuminance: f32,
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direction: Vec3,
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projection: Mat4,
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shadows_enabled: bool,
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shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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}
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pub type ExtractedDirectionalLightShadowMap = DirectionalLightShadowMap;
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#[repr(C)]
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#[derive(Copy, Clone, AsStd140, Default, Debug)]
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pub struct GpuPointLight {
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projection: Mat4,
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color: Vec4,
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position: Vec3,
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inverse_square_range: f32,
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radius: f32,
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near: f32,
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far: f32,
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flags: u32,
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shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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}
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// NOTE: These must match the bit flags in bevy_pbr2/src/render/pbr.frag!
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bitflags::bitflags! {
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#[repr(transparent)]
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struct PointLightFlags: u32 {
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const SHADOWS_ENABLED = (1 << 0);
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const NONE = 0;
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const UNINITIALIZED = 0xFFFF;
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, AsStd140, Default, Debug)]
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pub struct GpuDirectionalLight {
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view_projection: Mat4,
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color: Vec4,
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dir_to_light: Vec3,
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flags: u32,
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shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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}
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// NOTE: These must match the bit flags in bevy_pbr2/src/render/pbr.frag!
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bitflags::bitflags! {
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#[repr(transparent)]
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struct DirectionalLightFlags: u32 {
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const SHADOWS_ENABLED = (1 << 0);
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const NONE = 0;
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const UNINITIALIZED = 0xFFFF;
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsStd140)]
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pub struct GpuLights {
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// TODO: this comes first to work around a WGSL alignment issue. We need to solve this issue before releasing the renderer rework
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point_lights: [GpuPointLight; MAX_POINT_LIGHTS],
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directional_lights: [GpuDirectionalLight; MAX_DIRECTIONAL_LIGHTS],
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ambient_color: Vec4,
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n_point_lights: u32,
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n_directional_lights: u32,
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}
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// NOTE: this must be kept in sync with the same constants in pbr.frag
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pub const MAX_POINT_LIGHTS: usize = 10;
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pub const MAX_DIRECTIONAL_LIGHTS: usize = 1;
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pub const POINT_SHADOW_LAYERS: u32 = (6 * MAX_POINT_LIGHTS) as u32;
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pub const DIRECTIONAL_SHADOW_LAYERS: u32 = MAX_DIRECTIONAL_LIGHTS as u32;
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pub const SHADOW_FORMAT: TextureFormat = TextureFormat::Depth32Float;
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pub struct ShadowPipeline {
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pub view_layout: BindGroupLayout,
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pub mesh_layout: BindGroupLayout,
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pub point_light_sampler: Sampler,
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pub directional_light_sampler: Sampler,
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}
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// TODO: this pattern for initializing the shaders / pipeline isn't ideal. this should be handled by the asset system
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impl FromWorld for ShadowPipeline {
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fn from_world(world: &mut World) -> Self {
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let world = world.cell();
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let render_device = world.get_resource::<RenderDevice>().unwrap();
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let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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// View
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: BufferSize::new(ViewUniform::std140_size_static() as u64),
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},
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count: None,
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},
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],
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label: Some("shadow_view_layout"),
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});
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let mesh_pipeline = world.get_resource::<MeshPipeline>().unwrap();
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ShadowPipeline {
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view_layout,
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mesh_layout: mesh_pipeline.mesh_layout.clone(),
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point_light_sampler: render_device.create_sampler(&SamplerDescriptor {
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address_mode_u: AddressMode::ClampToEdge,
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address_mode_v: AddressMode::ClampToEdge,
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address_mode_w: AddressMode::ClampToEdge,
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mag_filter: FilterMode::Linear,
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min_filter: FilterMode::Linear,
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mipmap_filter: FilterMode::Nearest,
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compare: Some(CompareFunction::GreaterEqual),
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..Default::default()
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}),
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directional_light_sampler: render_device.create_sampler(&SamplerDescriptor {
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address_mode_u: AddressMode::ClampToEdge,
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address_mode_v: AddressMode::ClampToEdge,
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address_mode_w: AddressMode::ClampToEdge,
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mag_filter: FilterMode::Linear,
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min_filter: FilterMode::Linear,
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mipmap_filter: FilterMode::Nearest,
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compare: Some(CompareFunction::GreaterEqual),
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..Default::default()
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}),
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}
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}
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}
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bitflags::bitflags! {
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#[repr(transparent)]
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pub struct ShadowPipelineKey: u32 {
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const NONE = 0;
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const VERTEX_TANGENTS = (1 << 0);
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}
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}
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impl SpecializedPipeline for ShadowPipeline {
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type Key = ShadowPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let (vertex_array_stride, vertex_attributes) =
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if key.contains(ShadowPipelineKey::VERTEX_TANGENTS) {
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(
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48,
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vec![
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// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 12,
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shader_location: 0,
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},
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// Normal
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 0,
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shader_location: 1,
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},
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// Uv (GOTCHA! uv is no longer third in the buffer due to how Mesh sorts attributes (alphabetically))
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VertexAttribute {
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format: VertexFormat::Float32x2,
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offset: 40,
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shader_location: 2,
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},
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// Tangent
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 24,
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shader_location: 3,
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},
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],
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)
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} else {
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(
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32,
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vec![
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// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 12,
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shader_location: 0,
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},
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// Normal
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 0,
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shader_location: 1,
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},
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// Uv
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VertexAttribute {
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format: VertexFormat::Float32x2,
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offset: 24,
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shader_location: 2,
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},
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],
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)
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};
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RenderPipelineDescriptor {
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vertex: VertexState {
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shader: SHADOW_SHADER_HANDLE.typed::<Shader>(),
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entry_point: "vertex".into(),
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shader_defs: vec![],
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buffers: vec![VertexBufferLayout {
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array_stride: vertex_array_stride,
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step_mode: VertexStepMode::Vertex,
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attributes: vertex_attributes,
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}],
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},
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fragment: None,
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layout: Some(vec![self.view_layout.clone(), self.mesh_layout.clone()]),
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primitive: PrimitiveState {
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: PolygonMode::Fill,
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clamp_depth: false,
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conservative: false,
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},
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depth_stencil: Some(DepthStencilState {
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format: SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: CompareFunction::GreaterEqual,
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stencil: StencilState {
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front: StencilFaceState::IGNORE,
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back: StencilFaceState::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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bias: DepthBiasState {
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constant: 0,
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slope_scale: 0.0,
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clamp: 0.0,
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},
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}),
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multisample: MultisampleState::default(),
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label: Some("shadow_pipeline".into()),
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}
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}
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}
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pub fn extract_lights(
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mut commands: Commands,
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ambient_light: Res<AmbientLight>,
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point_light_shadow_map: Res<PointLightShadowMap>,
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directional_light_shadow_map: Res<DirectionalLightShadowMap>,
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mut point_lights: Query<(
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Entity,
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&PointLight,
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&mut CubemapVisibleEntities,
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&GlobalTransform,
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)>,
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mut directional_lights: Query<(
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Entity,
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&DirectionalLight,
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&mut VisibleEntities,
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&GlobalTransform,
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)>,
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) {
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commands.insert_resource(ExtractedAmbientLight {
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color: ambient_light.color,
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brightness: ambient_light.brightness,
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});
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commands.insert_resource::<ExtractedPointLightShadowMap>(point_light_shadow_map.clone());
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commands.insert_resource::<ExtractedDirectionalLightShadowMap>(
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directional_light_shadow_map.clone(),
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);
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// This is the point light shadow map texel size for one face of the cube as a distance of 1.0
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// world unit from the light.
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// point_light_texel_size = 2.0 * 1.0 * tan(PI / 4.0) / cube face width in texels
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// PI / 4.0 is half the cube face fov, tan(PI / 4.0) = 1.0, so this simplifies to:
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// point_light_texel_size = 2.0 / cube face width in texels
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// NOTE: When using various PCF kernel sizes, this will need to be adjusted, according to:
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// https://catlikecoding.com/unity/tutorials/custom-srp/point-and-spot-shadows/
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let point_light_texel_size = 2.0 / point_light_shadow_map.size as f32;
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for (entity, point_light, cubemap_visible_entities, transform) in point_lights.iter_mut() {
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let render_cubemap_visible_entities = std::mem::take(cubemap_visible_entities.into_inner());
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commands.get_or_spawn(entity).insert_bundle((
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ExtractedPointLight {
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color: point_light.color,
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// NOTE: Map from luminous power in lumens to luminous intensity in lumens per steradian
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// for a point light. See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower
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// for details.
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intensity: point_light.intensity / (4.0 * std::f32::consts::PI),
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range: point_light.range,
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radius: point_light.radius,
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transform: *transform,
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shadows_enabled: point_light.shadows_enabled,
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shadow_depth_bias: point_light.shadow_depth_bias,
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// The factor of SQRT_2 is for the worst-case diagonal offset
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shadow_normal_bias: point_light.shadow_normal_bias
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* point_light_texel_size
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* std::f32::consts::SQRT_2,
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},
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render_cubemap_visible_entities,
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));
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}
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for (entity, directional_light, visible_entities, transform) in directional_lights.iter_mut() {
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// Calulate the directional light shadow map texel size using the largest x,y dimension of
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// the orthographic projection divided by the shadow map resolution
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// NOTE: When using various PCF kernel sizes, this will need to be adjusted, according to:
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// https://catlikecoding.com/unity/tutorials/custom-srp/directional-shadows/
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let largest_dimension = (directional_light.shadow_projection.right
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- directional_light.shadow_projection.left)
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.max(
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directional_light.shadow_projection.top
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- directional_light.shadow_projection.bottom,
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);
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let directional_light_texel_size =
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largest_dimension / directional_light_shadow_map.size as f32;
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let render_visible_entities = std::mem::take(visible_entities.into_inner());
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commands.get_or_spawn(entity).insert_bundle((
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ExtractedDirectionalLight {
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color: directional_light.color,
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illuminance: directional_light.illuminance,
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direction: transform.forward(),
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projection: directional_light.shadow_projection.get_projection_matrix(),
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shadows_enabled: directional_light.shadows_enabled,
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shadow_depth_bias: directional_light.shadow_depth_bias,
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// The factor of SQRT_2 is for the worst-case diagonal offset
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shadow_normal_bias: directional_light.shadow_normal_bias
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* directional_light_texel_size
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* std::f32::consts::SQRT_2,
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},
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render_visible_entities,
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));
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}
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}
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// Can't do `Vec3::Y * -1.0` because mul isn't const
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const NEGATIVE_X: Vec3 = const_vec3!([-1.0, 0.0, 0.0]);
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const NEGATIVE_Y: Vec3 = const_vec3!([0.0, -1.0, 0.0]);
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const NEGATIVE_Z: Vec3 = const_vec3!([0.0, 0.0, -1.0]);
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pub(crate) struct CubeMapFace {
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pub(crate) target: Vec3,
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pub(crate) up: Vec3,
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}
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// see https://www.khronos.org/opengl/wiki/Cubemap_Texture
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pub(crate) const CUBE_MAP_FACES: [CubeMapFace; 6] = [
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// 0 GL_TEXTURE_CUBE_MAP_POSITIVE_X
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CubeMapFace {
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target: NEGATIVE_X,
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up: NEGATIVE_Y,
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},
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// 1 GL_TEXTURE_CUBE_MAP_NEGATIVE_X
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CubeMapFace {
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target: Vec3::X,
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up: NEGATIVE_Y,
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},
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// 2 GL_TEXTURE_CUBE_MAP_POSITIVE_Y
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CubeMapFace {
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target: NEGATIVE_Y,
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up: Vec3::Z,
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},
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// 3 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
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CubeMapFace {
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target: Vec3::Y,
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up: NEGATIVE_Z,
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},
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// 4 GL_TEXTURE_CUBE_MAP_POSITIVE_Z
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CubeMapFace {
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target: NEGATIVE_Z,
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up: NEGATIVE_Y,
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},
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// 5 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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CubeMapFace {
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target: Vec3::Z,
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up: NEGATIVE_Y,
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},
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];
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|
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fn face_index_to_name(face_index: usize) -> &'static str {
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match face_index {
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0 => "+x",
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1 => "-x",
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2 => "+y",
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3 => "-y",
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4 => "+z",
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5 => "-z",
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_ => "invalid",
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}
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}
|
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|
|
#[derive(Component)]
|
|
pub struct ShadowView {
|
|
pub depth_texture_view: TextureView,
|
|
pub pass_name: String,
|
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}
|
|
|
|
#[derive(Component)]
|
|
pub struct ViewShadowBindings {
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pub point_light_depth_texture: Texture,
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pub point_light_depth_texture_view: TextureView,
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pub directional_light_depth_texture: Texture,
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pub directional_light_depth_texture_view: TextureView,
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}
|
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|
|
#[derive(Component)]
|
|
pub struct ViewLightEntities {
|
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pub lights: Vec<Entity>,
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}
|
|
|
|
#[derive(Component)]
|
|
pub struct ViewLightsUniformOffset {
|
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pub offset: u32,
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}
|
|
|
|
#[derive(Default)]
|
|
pub struct LightMeta {
|
|
pub view_gpu_lights: DynamicUniformVec<GpuLights>,
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pub shadow_view_bind_group: Option<BindGroup>,
|
|
}
|
|
|
|
#[derive(Component)]
|
|
pub enum LightEntity {
|
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Directional {
|
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light_entity: Entity,
|
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},
|
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Point {
|
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light_entity: Entity,
|
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face_index: usize,
|
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},
|
|
}
|
|
|
|
#[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 light_meta: ResMut<LightMeta>,
|
|
views: Query<Entity, 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, 0.1);
|
|
let cube_face_rotations = CUBE_MAP_FACES
|
|
.iter()
|
|
.map(|CubeMapFace { target, up }| GlobalTransform::identity().looking_at(*target, *up))
|
|
.collect::<Vec<_>>();
|
|
|
|
// set up light data for each view
|
|
for entity 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: POINT_SHADOW_LAYERS,
|
|
},
|
|
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,
|
|
height: directional_light_shadow_map.size as u32,
|
|
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 mut gpu_lights = GpuLights {
|
|
ambient_color: Vec4::from_slice(&ambient_light.color.as_linear_rgba_f32())
|
|
* ambient_light.brightness,
|
|
n_point_lights: point_lights.iter().len() as u32,
|
|
n_directional_lights: directional_lights.iter().len() as u32,
|
|
point_lights: [GpuPointLight::default(); MAX_POINT_LIGHTS],
|
|
directional_lights: [GpuDirectionalLight::default(); MAX_DIRECTIONAL_LIGHTS],
|
|
};
|
|
|
|
// TODO: this should select lights based on relevance to the view instead of the first ones that show up in a query
|
|
for (light_index, (light_entity, light)) in point_lights.iter().enumerate() {
|
|
// 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);
|
|
|
|
if light.shadows_enabled {
|
|
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,
|
|
},
|
|
RenderPhase::<Shadow>::default(),
|
|
LightEntity::Point {
|
|
light_entity,
|
|
face_index,
|
|
},
|
|
))
|
|
.id();
|
|
view_lights.push(view_light_entity);
|
|
}
|
|
}
|
|
|
|
let mut flags = PointLightFlags::NONE;
|
|
if light.shadows_enabled {
|
|
flags |= PointLightFlags::SHADOWS_ENABLED;
|
|
}
|
|
|
|
gpu_lights.point_lights[light_index] = GpuPointLight {
|
|
projection: cube_face_projection,
|
|
// 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()) * light.intensity,
|
|
radius: light.radius,
|
|
position: light.transform.translation,
|
|
inverse_square_range: 1.0 / (light.range * light.range),
|
|
near: 0.1,
|
|
far: light.range,
|
|
flags: flags.bits,
|
|
shadow_depth_bias: light.shadow_depth_bias,
|
|
shadow_normal_bias: light.shadow_normal_bias,
|
|
};
|
|
}
|
|
|
|
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,
|
|
},
|
|
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,
|
|
dimension: Some(TextureViewDimension::CubeArray),
|
|
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,
|
|
dimension: Some(TextureViewDimension::D2Array),
|
|
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);
|
|
}
|
|
|
|
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<SpecializedPipelines<ShadowPipeline>>,
|
|
mut pipeline_cache: ResMut<RenderPipelineCache>,
|
|
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 VisibleEntity { entity, .. } in visible_entities.iter() {
|
|
let mut key = ShadowPipelineKey::empty();
|
|
if let Ok(mesh_handle) = casting_meshes.get(*entity) {
|
|
if let Some(mesh) = render_meshes.get(mesh_handle) {
|
|
if mesh.has_tangents {
|
|
key |= ShadowPipelineKey::VERTEX_TANGENTS;
|
|
}
|
|
}
|
|
let pipeline_id =
|
|
pipelines.specialize(&mut pipeline_cache, &shadow_pipeline, key);
|
|
|
|
shadow_phase.add(Shadow {
|
|
draw_function: draw_shadow_mesh,
|
|
pipeline: pipeline_id,
|
|
entity: *entity,
|
|
distance: 0.0, // TODO: sort back-to-front
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct Shadow {
|
|
pub distance: f32,
|
|
pub entity: Entity,
|
|
pub pipeline: CachedPipelineId,
|
|
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 CachedPipelinePhaseItem for Shadow {
|
|
#[inline]
|
|
fn cached_pipeline(&self) -> CachedPipelineId {
|
|
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();
|
|
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.get_resource::<DrawFunctions<Shadow>>().unwrap();
|
|
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.iter() {
|
|
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
|
|
}
|
|
}
|