use bevy_core_pipeline::core_3d::{Transparent3d, CORE_3D_DEPTH_FORMAT};
use bevy_ecs::entity::EntityHashMap;
use bevy_ecs::prelude::*;
use bevy_math::{Mat4, UVec3, UVec4, Vec2, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_render::{
camera::Camera,
color::Color,
mesh::Mesh,
primitives::{CascadesFrusta, CubemapFrusta, Frustum},
render_asset::RenderAssets,
render_graph::{Node, NodeRunError, RenderGraphContext},
render_phase::*,
render_resource::*,
renderer::{RenderContext, RenderDevice, RenderQueue},
texture::*,
view::{ExtractedView, RenderLayers, ViewVisibility, VisibleEntities},
Extract,
};
use bevy_transform::{components::GlobalTransform, prelude::Transform};
#[cfg(feature = "trace")]
use bevy_utils::tracing::info_span;
use bevy_utils::{
nonmax::NonMaxU32,
tracing::{error, warn},
};
use std::{hash::Hash, num::NonZeroU64, ops::Range};
use crate::*;
#[derive(Component)]
pub struct ExtractedPointLight {
color: Color,
intensity: f32,
range: f32,
radius: f32,
transform: GlobalTransform,
shadows_enabled: bool,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
spot_light_angles: Option<(f32, f32)>,
}
#[derive(Component, Debug)]
pub struct ExtractedDirectionalLight {
color: Color,
illuminance: f32,
transform: GlobalTransform,
shadows_enabled: bool,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
cascade_shadow_config: CascadeShadowConfig,
cascades: EntityHashMap<Vec<Cascade>>,
frusta: EntityHashMap<Vec<Frustum>>,
render_layers: RenderLayers,
}
#[derive(Copy, Clone, ShaderType, Default, Debug)]
pub struct GpuPointLight {
light_custom_data: Vec4,
color_inverse_square_range: Vec4,
position_radius: Vec4,
flags: u32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
spot_light_tan_angle: f32,
}
#[derive(ShaderType)]
pub struct GpuPointLightsUniform {
data: Box<[GpuPointLight; MAX_UNIFORM_BUFFER_POINT_LIGHTS]>,
}
impl Default for GpuPointLightsUniform {
fn default() -> Self {
Self {
data: Box::new([GpuPointLight::default(); MAX_UNIFORM_BUFFER_POINT_LIGHTS]),
}
}
}
#[derive(ShaderType, Default)]
pub struct GpuPointLightsStorage {
#[size(runtime)]
data: Vec<GpuPointLight>,
}
pub enum GpuPointLights {
Uniform(UniformBuffer<GpuPointLightsUniform>),
Storage(StorageBuffer<GpuPointLightsStorage>),
}
impl GpuPointLights {
fn new(buffer_binding_type: BufferBindingType) -> Self {
match buffer_binding_type {
BufferBindingType::Storage { .. } => Self::storage(),
BufferBindingType::Uniform => Self::uniform(),
}
}
fn uniform() -> Self {
Self::Uniform(UniformBuffer::default())
}
fn storage() -> Self {
Self::Storage(StorageBuffer::default())
}
fn set(&mut self, mut lights: Vec<GpuPointLight>) {
match self {
GpuPointLights::Uniform(buffer) => {
let len = lights.len().min(MAX_UNIFORM_BUFFER_POINT_LIGHTS);
let src = &lights[..len];
let dst = &mut buffer.get_mut().data[..len];
dst.copy_from_slice(src);
}
GpuPointLights::Storage(buffer) => {
buffer.get_mut().data.clear();
buffer.get_mut().data.append(&mut lights);
}
}
}
fn write_buffer(&mut self, render_device: &RenderDevice, render_queue: &RenderQueue) {
match self {
GpuPointLights::Uniform(buffer) => buffer.write_buffer(render_device, render_queue),
GpuPointLights::Storage(buffer) => buffer.write_buffer(render_device, render_queue),
}
}
pub fn binding(&self) -> Option<BindingResource> {
match self {
GpuPointLights::Uniform(buffer) => buffer.binding(),
GpuPointLights::Storage(buffer) => buffer.binding(),
}
}
pub fn min_size(buffer_binding_type: BufferBindingType) -> NonZeroU64 {
match buffer_binding_type {
BufferBindingType::Storage { .. } => GpuPointLightsStorage::min_size(),
BufferBindingType::Uniform => GpuPointLightsUniform::min_size(),
}
}
}
bitflags::bitflags! {
#[repr(transparent)]
struct PointLightFlags: u32 {
const SHADOWS_ENABLED = 1 << 0;
const SPOT_LIGHT_Y_NEGATIVE = 1 << 1;
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
#[derive(Copy, Clone, ShaderType, Default, Debug)]
pub struct GpuDirectionalCascade {
view_projection: Mat4,
texel_size: f32,
far_bound: f32,
}
#[derive(Copy, Clone, ShaderType, Default, Debug)]
pub struct GpuDirectionalLight {
cascades: [GpuDirectionalCascade; MAX_CASCADES_PER_LIGHT],
color: Vec4,
dir_to_light: Vec3,
flags: u32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
num_cascades: u32,
cascades_overlap_proportion: f32,
depth_texture_base_index: u32,
render_layers: u32,
}
bitflags::bitflags! {
#[repr(transparent)]
struct DirectionalLightFlags: u32 {
const SHADOWS_ENABLED = 1 << 0;
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
#[derive(Copy, Clone, Debug, ShaderType)]
pub struct GpuLights {
directional_lights: [GpuDirectionalLight; MAX_DIRECTIONAL_LIGHTS],
ambient_color: Vec4,
cluster_dimensions: UVec4,
cluster_factors: Vec4,
n_directional_lights: u32,
spot_light_shadowmap_offset: i32,
}
pub const MAX_UNIFORM_BUFFER_POINT_LIGHTS: usize = 256;
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
pub const MAX_DIRECTIONAL_LIGHTS: usize = 1;
#[cfg(any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
))]
pub const MAX_DIRECTIONAL_LIGHTS: usize = 10;
#[cfg(any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
))]
pub const MAX_CASCADES_PER_LIGHT: usize = 4;
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
pub const MAX_CASCADES_PER_LIGHT: usize = 1;
#[derive(Resource, Clone)]
pub struct ShadowSamplers {
pub point_light_sampler: Sampler,
pub directional_light_sampler: Sampler,
}
impl FromWorld for ShadowSamplers {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
ShadowSamplers {
point_light_sampler: render_device.create_sampler(&SamplerDescriptor {
address_mode_u: AddressMode::ClampToEdge,
address_mode_v: AddressMode::ClampToEdge,
address_mode_w: AddressMode::ClampToEdge,
mag_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
mipmap_filter: FilterMode::Nearest,
compare: Some(CompareFunction::GreaterEqual),
..Default::default()
}),
directional_light_sampler: render_device.create_sampler(&SamplerDescriptor {
address_mode_u: AddressMode::ClampToEdge,
address_mode_v: AddressMode::ClampToEdge,
address_mode_w: AddressMode::ClampToEdge,
mag_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
mipmap_filter: FilterMode::Nearest,
compare: Some(CompareFunction::GreaterEqual),
..Default::default()
}),
}
}
}
#[derive(Component)]
pub struct ExtractedClusterConfig {
near: f32,
far: f32,
dimensions: UVec3,
}
enum ExtractedClustersPointLightsElement {
ClusterHeader(u32, u32),
LightEntity(Entity),
}
#[derive(Component)]
pub struct ExtractedClustersPointLights {
data: Vec<ExtractedClustersPointLightsElement>,
}
pub fn extract_clusters(
mut commands: Commands,
views: Extract<Query<(Entity, &Clusters, &Camera)>>,
) {
for (entity, clusters, camera) in &views {
if !camera.is_active {
continue;
}
let num_entities: usize = clusters.lights.iter().map(|l| l.entities.len()).sum();
let mut data = Vec::with_capacity(clusters.lights.len() + num_entities);
for cluster_lights in &clusters.lights {
data.push(ExtractedClustersPointLightsElement::ClusterHeader(
cluster_lights.point_light_count as u32,
cluster_lights.spot_light_count as u32,
));
for l in &cluster_lights.entities {
data.push(ExtractedClustersPointLightsElement::LightEntity(*l));
}
}
commands.get_or_spawn(entity).insert((
ExtractedClustersPointLights { data },
ExtractedClusterConfig {
near: clusters.near,
far: clusters.far,
dimensions: clusters.dimensions,
},
));
}
}
#[allow(clippy::too_many_arguments)]
pub fn extract_lights(
mut commands: Commands,
point_light_shadow_map: Extract<Res<PointLightShadowMap>>,
directional_light_shadow_map: Extract<Res<DirectionalLightShadowMap>>,
global_point_lights: Extract<Res<GlobalVisiblePointLights>>,
point_lights: Extract<
Query<(
&PointLight,
&CubemapVisibleEntities,
&GlobalTransform,
&ViewVisibility,
&CubemapFrusta,
)>,
>,
spot_lights: Extract<
Query<(
&SpotLight,
&VisibleEntities,
&GlobalTransform,
&ViewVisibility,
&Frustum,
)>,
>,
directional_lights: Extract<
Query<
(
Entity,
&DirectionalLight,
&CascadesVisibleEntities,
&Cascades,
&CascadeShadowConfig,
&CascadesFrusta,
&GlobalTransform,
&ViewVisibility,
Option<&RenderLayers>,
),
Without<SpotLight>,
>,
>,
mut previous_point_lights_len: Local<usize>,
mut previous_spot_lights_len: Local<usize>,
) {
if point_light_shadow_map.is_changed() {
commands.insert_resource(point_light_shadow_map.clone());
}
if directional_light_shadow_map.is_changed() {
commands.insert_resource(directional_light_shadow_map.clone());
}
let point_light_texel_size = 2.0 / point_light_shadow_map.size as f32;
let mut point_lights_values = Vec::with_capacity(*previous_point_lights_len);
for entity in global_point_lights.iter().copied() {
let Ok((point_light, cubemap_visible_entities, transform, view_visibility, frusta)) =
point_lights.get(entity)
else {
continue;
};
if !view_visibility.get() {
continue;
}
let render_cubemap_visible_entities = cubemap_visible_entities.clone();
let extracted_point_light = ExtractedPointLight {
color: point_light.color,
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,
shadow_normal_bias: point_light.shadow_normal_bias
* point_light_texel_size
* std::f32::consts::SQRT_2,
spot_light_angles: None,
};
point_lights_values.push((
entity,
(
extracted_point_light,
render_cubemap_visible_entities,
(*frusta).clone(),
),
));
}
*previous_point_lights_len = point_lights_values.len();
commands.insert_or_spawn_batch(point_lights_values);
let mut spot_lights_values = Vec::with_capacity(*previous_spot_lights_len);
for entity in global_point_lights.iter().copied() {
if let Ok((spot_light, visible_entities, transform, view_visibility, frustum)) =
spot_lights.get(entity)
{
if !view_visibility.get() {
continue;
}
let render_visible_entities = visible_entities.clone();
let texel_size =
2.0 * spot_light.outer_angle.tan() / directional_light_shadow_map.size as f32;
spot_lights_values.push((
entity,
(
ExtractedPointLight {
color: spot_light.color,
intensity: spot_light.intensity / (4.0 * std::f32::consts::PI),
range: spot_light.range,
radius: spot_light.radius,
transform: *transform,
shadows_enabled: spot_light.shadows_enabled,
shadow_depth_bias: spot_light.shadow_depth_bias,
shadow_normal_bias: spot_light.shadow_normal_bias
* texel_size
* std::f32::consts::SQRT_2,
spot_light_angles: Some((spot_light.inner_angle, spot_light.outer_angle)),
},
render_visible_entities,
*frustum,
),
));
}
}
*previous_spot_lights_len = spot_lights_values.len();
commands.insert_or_spawn_batch(spot_lights_values);
for (
entity,
directional_light,
visible_entities,
cascades,
cascade_config,
frusta,
transform,
view_visibility,
maybe_layers,
) in &directional_lights
{
if !view_visibility.get() {
continue;
}
let render_visible_entities = visible_entities.clone();
commands.get_or_spawn(entity).insert((
ExtractedDirectionalLight {
color: directional_light.color,
illuminance: directional_light.illuminance,
transform: *transform,
shadows_enabled: directional_light.shadows_enabled,
shadow_depth_bias: directional_light.shadow_depth_bias,
shadow_normal_bias: directional_light.shadow_normal_bias * std::f32::consts::SQRT_2,
cascade_shadow_config: cascade_config.clone(),
cascades: cascades.cascades.clone(),
frusta: frusta.frusta.clone(),
render_layers: maybe_layers.copied().unwrap_or_default(),
},
render_visible_entities,
));
}
}
pub(crate) const POINT_LIGHT_NEAR_Z: f32 = 0.1f32;
pub(crate) struct CubeMapFace {
pub(crate) target: Vec3,
pub(crate) up: Vec3,
}
pub(crate) const CUBE_MAP_FACES: [CubeMapFace; 6] = [
CubeMapFace {
target: Vec3::X,
up: Vec3::Y,
},
CubeMapFace {
target: Vec3::NEG_X,
up: Vec3::Y,
},
CubeMapFace {
target: Vec3::Y,
up: Vec3::Z,
},
CubeMapFace {
target: Vec3::NEG_Y,
up: Vec3::NEG_Z,
},
CubeMapFace {
target: Vec3::NEG_Z,
up: Vec3::Y,
},
CubeMapFace {
target: Vec3::Z,
up: Vec3::Y,
},
];
fn face_index_to_name(face_index: usize) -> &'static str {
match face_index {
0 => "+x",
1 => "-x",
2 => "+y",
3 => "-y",
4 => "+z",
5 => "-z",
_ => "invalid",
}
}
#[derive(Component)]
pub struct ShadowView {
pub depth_attachment: DepthAttachment,
pub pass_name: String,
}
#[derive(Component)]
pub struct ViewShadowBindings {
pub point_light_depth_texture: Texture,
pub point_light_depth_texture_view: TextureView,
pub directional_light_depth_texture: Texture,
pub directional_light_depth_texture_view: TextureView,
}
#[derive(Component)]
pub struct ViewLightEntities {
pub lights: Vec<Entity>,
}
#[derive(Component)]
pub struct ViewLightsUniformOffset {
pub offset: u32,
}
pub const CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT: u32 = 3;
#[derive(Resource)]
pub struct GlobalLightMeta {
pub gpu_point_lights: GpuPointLights,
pub entity_to_index: EntityHashMap<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: EntityHashMap::default(),
}
}
}
#[derive(Resource, Default)]
pub struct LightMeta {
pub view_gpu_lights: DynamicUniformBuffer<GpuLights>,
}
#[derive(Component)]
pub enum LightEntity {
Directional {
light_entity: Entity,
cascade_index: usize,
},
Point {
light_entity: Entity,
face_index: usize,
},
Spot {
light_entity: Entity,
},
}
pub fn calculate_cluster_factors(
near: f32,
far: f32,
z_slices: f32,
is_orthographic: bool,
) -> Vec2 {
if is_orthographic {
Vec2::new(-near, z_slices / (-far - -near))
} else {
let z_slices_of_ln_zfar_over_znear = (z_slices - 1.0) / (far / near).ln();
Vec2::new(
z_slices_of_ln_zfar_over_znear,
near.ln() * z_slices_of_ln_zfar_over_znear,
)
}
}
pub(crate) fn spot_light_view_matrix(transform: &GlobalTransform) -> Mat4 {
let fwd_dir = transform.back().extend(0.0);
let sign = 1f32.copysign(fwd_dir.z);
let a = -1.0 / (fwd_dir.z + sign);
let b = fwd_dir.x * fwd_dir.y * a;
let up_dir = Vec4::new(
1.0 + sign * fwd_dir.x * fwd_dir.x * a,
sign * b,
-sign * fwd_dir.x,
0.0,
);
let right_dir = Vec4::new(-b, -sign - fwd_dir.y * fwd_dir.y * a, fwd_dir.y, 0.0);
Mat4::from_cols(
right_dir,
up_dir,
fwd_dir,
transform.translation().extend(1.0),
)
}
pub(crate) fn spot_light_projection_matrix(angle: f32) -> Mat4 {
Mat4::perspective_infinite_reverse_rh(angle * 2.0, 1.0, POINT_LIGHT_NEAR_Z)
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_lights(
mut commands: Commands,
mut texture_cache: ResMut<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<AmbientLight>,
point_light_shadow_map: Res<PointLightShadowMap>,
directional_light_shadow_map: Res<DirectionalLightShadowMap>,
mut max_directional_lights_warning_emitted: Local<bool>,
mut max_cascades_per_light_warning_emitted: Local<bool>,
point_lights: Query<(
Entity,
&ExtractedPointLight,
AnyOf<(&CubemapFrusta, &Frustum)>,
)>,
directional_lights: Query<(Entity, &ExtractedDirectionalLight)>,
) {
let views_iter = views.iter();
let views_count = views_iter.len();
let Some(mut view_gpu_lights_writer) =
light_meta
.view_gpu_lights
.get_writer(views_count, &render_device, &render_queue)
else {
return;
};
let cube_face_projection =
Mat4::perspective_infinite_reverse_rh(std::f32::consts::FRAC_PI_2, 1.0, POINT_LIGHT_NEAR_Z);
let cube_face_rotations = CUBE_MAP_FACES
.iter()
.map(|CubeMapFace { target, up }| Transform::IDENTITY.looking_at(*target, *up))
.collect::<Vec<_>>();
global_light_meta.entity_to_index.clear();
let mut point_lights: Vec<_> = point_lights.iter().collect::<Vec<_>>();
let mut directional_lights: Vec<_> = directional_lights.iter().collect::<Vec<_>>();
#[cfg(any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
))]
let max_texture_array_layers = render_device.limits().max_texture_array_layers as usize;
#[cfg(any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
))]
let max_texture_cubes = max_texture_array_layers / 6;
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
let max_texture_array_layers = 1;
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
let max_texture_cubes = 1;
if !*max_directional_lights_warning_emitted && directional_lights.len() > MAX_DIRECTIONAL_LIGHTS
{
warn!(
"The amount of directional lights of {} is exceeding the supported limit of {}.",
directional_lights.len(),
MAX_DIRECTIONAL_LIGHTS
);
*max_directional_lights_warning_emitted = true;
}
if !*max_cascades_per_light_warning_emitted
&& directional_lights
.iter()
.any(|(_, light)| light.cascade_shadow_config.bounds.len() > MAX_CASCADES_PER_LIGHT)
{
warn!(
"The number of cascades configured for a directional light exceeds the supported limit of {}.",
MAX_CASCADES_PER_LIGHT
);
*max_cascades_per_light_warning_emitted = true;
}
let point_light_count = point_lights
.iter()
.filter(|light| light.1.spot_light_angles.is_none())
.count();
let point_light_shadow_maps_count = point_lights
.iter()
.filter(|light| light.1.shadows_enabled && light.1.spot_light_angles.is_none())
.count()
.min(max_texture_cubes);
let directional_shadow_enabled_count = directional_lights
.iter()
.take(MAX_DIRECTIONAL_LIGHTS)
.filter(|(_, light)| light.shadows_enabled)
.count()
.min(max_texture_array_layers / MAX_CASCADES_PER_LIGHT);
let spot_light_shadow_maps_count = point_lights
.iter()
.filter(|(_, light, _)| light.shadows_enabled && light.spot_light_angles.is_some())
.count()
.min(max_texture_array_layers - directional_shadow_enabled_count * MAX_CASCADES_PER_LIGHT);
point_lights.sort_by(|(entity_1, light_1, _), (entity_2, light_2, _)| {
point_light_order(
(
entity_1,
&light_1.shadows_enabled,
&light_1.spot_light_angles.is_some(),
),
(
entity_2,
&light_2.shadows_enabled,
&light_2.spot_light_angles.is_some(),
),
)
});
directional_lights.sort_by(|(entity_1, light_1), (entity_2, light_2)| {
directional_light_order(
(entity_1, &light_1.shadows_enabled),
(entity_2, &light_2.shadows_enabled),
)
});
if global_light_meta.entity_to_index.capacity() < point_lights.len() {
global_light_meta
.entity_to_index
.reserve(point_lights.len());
}
let mut gpu_point_lights = Vec::new();
for (index, &(entity, light, _)) in point_lights.iter().enumerate() {
let mut flags = PointLightFlags::NONE;
if light.shadows_enabled
&& (index < point_light_shadow_maps_count
|| (light.spot_light_angles.is_some()
&& index - point_light_count < spot_light_shadow_maps_count))
{
flags |= PointLightFlags::SHADOWS_ENABLED;
}
let (light_custom_data, spot_light_tan_angle) = match light.spot_light_angles {
Some((inner, outer)) => {
let light_direction = light.transform.forward();
if light_direction.y.is_sign_negative() {
flags |= PointLightFlags::SPOT_LIGHT_Y_NEGATIVE;
}
let cos_outer = outer.cos();
let spot_scale = 1.0 / f32::max(inner.cos() - cos_outer, 1e-4);
let spot_offset = -cos_outer * spot_scale;
(
light_direction.xz().extend(spot_scale).extend(spot_offset),
outer.tan(),
)
}
None => {
(
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,
),
0.0,
)
}
};
gpu_point_lights.push(GpuPointLight {
light_custom_data,
color_inverse_square_range: (Vec4::from_slice(&light.color.as_linear_rgba_f32())
* light.intensity)
.xyz()
.extend(1.0 / (light.range * light.range)),
position_radius: light.transform.translation().extend(light.radius),
flags: flags.bits(),
shadow_depth_bias: light.shadow_depth_bias,
shadow_normal_bias: light.shadow_normal_bias,
spot_light_tan_angle,
});
global_light_meta.entity_to_index.insert(entity, index);
}
let mut gpu_directional_lights = [GpuDirectionalLight::default(); MAX_DIRECTIONAL_LIGHTS];
let mut num_directional_cascades_enabled = 0usize;
for (index, (_light_entity, light)) in directional_lights
.iter()
.enumerate()
.take(MAX_DIRECTIONAL_LIGHTS)
{
let mut flags = DirectionalLightFlags::NONE;
if light.shadows_enabled && (index < directional_shadow_enabled_count) {
flags |= DirectionalLightFlags::SHADOWS_ENABLED;
}
let num_cascades = light
.cascade_shadow_config
.bounds
.len()
.min(MAX_CASCADES_PER_LIGHT);
gpu_directional_lights[index] = GpuDirectionalLight {
cascades: [GpuDirectionalCascade::default(); MAX_CASCADES_PER_LIGHT],
color: Vec4::from_slice(&light.color.as_linear_rgba_f32()) * light.illuminance,
dir_to_light: light.transform.back(),
flags: flags.bits(),
shadow_depth_bias: light.shadow_depth_bias,
shadow_normal_bias: light.shadow_normal_bias,
num_cascades: num_cascades as u32,
cascades_overlap_proportion: light.cascade_shadow_config.overlap_proportion,
depth_texture_base_index: num_directional_cascades_enabled as u32,
render_layers: light.render_layers.bits(),
};
if index < directional_shadow_enabled_count {
num_directional_cascades_enabled += num_cascades;
}
}
global_light_meta.gpu_point_lights.set(gpu_point_lights);
global_light_meta
.gpu_point_lights
.write_buffer(&render_device, &render_queue);
for (entity, extracted_view, clusters) in &views {
let point_light_depth_texture = texture_cache.get(
&render_device,
TextureDescriptor {
size: Extent3d {
width: point_light_shadow_map.size as u32,
height: point_light_shadow_map.size as u32,
depth_or_array_layers: point_light_shadow_maps_count.max(1) as u32 * 6,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: CORE_3D_DEPTH_FORMAT,
label: Some("point_light_shadow_map_texture"),
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
);
let directional_light_depth_texture = texture_cache.get(
&render_device,
TextureDescriptor {
size: Extent3d {
width: (directional_light_shadow_map.size as u32)
.min(render_device.limits().max_texture_dimension_2d),
height: (directional_light_shadow_map.size as u32)
.min(render_device.limits().max_texture_dimension_2d),
depth_or_array_layers: (num_directional_cascades_enabled
+ spot_light_shadow_maps_count)
.max(1) as u32,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: CORE_3D_DEPTH_FORMAT,
label: Some("directional_light_shadow_map_texture"),
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
);
let mut view_lights = Vec::new();
let is_orthographic = extracted_view.projection.w_axis.w == 1.0;
let cluster_factors_zw = calculate_cluster_factors(
clusters.near,
clusters.far,
clusters.dimensions.z as f32,
is_orthographic,
);
let n_clusters = clusters.dimensions.x * clusters.dimensions.y * clusters.dimensions.z;
let mut gpu_lights = GpuLights {
directional_lights: gpu_directional_lights,
ambient_color: Vec4::from_slice(&ambient_light.color.as_linear_rgba_f32())
* ambient_light.brightness,
cluster_factors: Vec4::new(
clusters.dimensions.x as f32 / extracted_view.viewport.z as f32,
clusters.dimensions.y as f32 / extracted_view.viewport.w as f32,
cluster_factors_zw.x,
cluster_factors_zw.y,
),
cluster_dimensions: clusters.dimensions.extend(n_clusters),
n_directional_lights: directional_lights.iter().len() as u32,
spot_light_shadowmap_offset: num_directional_cascades_enabled as i32
- point_light_count as i32,
};
for &(light_entity, light, (point_light_frusta, _)) in point_lights
.iter()
.take(point_light_shadow_maps_count)
.filter(|(_, light, _)| light.shadows_enabled)
{
let light_index = *global_light_meta
.entity_to_index
.get(&light_entity)
.unwrap();
let view_translation = GlobalTransform::from_translation(light.transform.translation());
for (face_index, (view_rotation, frustum)) in cube_face_rotations
.iter()
.zip(&point_light_frusta.unwrap().frusta)
.enumerate()
{
let depth_texture_view =
point_light_depth_texture
.texture
.create_view(&TextureViewDescriptor {
label: Some("point_light_shadow_map_texture_view"),
format: None,
dimension: Some(TextureViewDimension::D2),
aspect: TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: (light_index * 6 + face_index) as u32,
array_layer_count: Some(1u32),
});
let view_light_entity = commands
.spawn((
ShadowView {
depth_attachment: DepthAttachment::new(depth_texture_view, Some(0.0)),
pass_name: format!(
"shadow pass point light {} {}",
light_index,
face_index_to_name(face_index)
),
},
ExtractedView {
viewport: UVec4::new(
0,
0,
point_light_shadow_map.size as u32,
point_light_shadow_map.size as u32,
),
transform: view_translation * *view_rotation,
view_projection: None,
projection: cube_face_projection,
hdr: false,
color_grading: Default::default(),
},
*frustum,
RenderPhase::<Shadow>::default(),
LightEntity::Point {
light_entity,
face_index,
},
))
.id();
view_lights.push(view_light_entity);
}
}
for (light_index, &(light_entity, light, (_, spot_light_frustum))) in point_lights
.iter()
.skip(point_light_count)
.take(spot_light_shadow_maps_count)
.enumerate()
{
let spot_view_matrix = spot_light_view_matrix(&light.transform);
let spot_view_transform = spot_view_matrix.into();
let angle = light.spot_light_angles.expect("lights should be sorted so that \
[point_light_count..point_light_count + spot_light_shadow_maps_count] are spot lights").1;
let spot_projection = spot_light_projection_matrix(angle);
let depth_texture_view =
directional_light_depth_texture
.texture
.create_view(&TextureViewDescriptor {
label: Some("spot_light_shadow_map_texture_view"),
format: None,
dimension: Some(TextureViewDimension::D2),
aspect: TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: (num_directional_cascades_enabled + light_index) as u32,
array_layer_count: Some(1u32),
});
let view_light_entity = commands
.spawn((
ShadowView {
depth_attachment: DepthAttachment::new(depth_texture_view, Some(0.0)),
pass_name: format!("shadow pass spot light {light_index}"),
},
ExtractedView {
viewport: UVec4::new(
0,
0,
directional_light_shadow_map.size as u32,
directional_light_shadow_map.size as u32,
),
transform: spot_view_transform,
projection: spot_projection,
view_projection: None,
hdr: false,
color_grading: Default::default(),
},
*spot_light_frustum.unwrap(),
RenderPhase::<Shadow>::default(),
LightEntity::Spot { light_entity },
))
.id();
view_lights.push(view_light_entity);
}
let mut directional_depth_texture_array_index = 0u32;
for (light_index, &(light_entity, light)) in directional_lights
.iter()
.enumerate()
.take(directional_shadow_enabled_count)
{
let cascades = light
.cascades
.get(&entity)
.unwrap()
.iter()
.take(MAX_CASCADES_PER_LIGHT);
let frusta = light
.frusta
.get(&entity)
.unwrap()
.iter()
.take(MAX_CASCADES_PER_LIGHT);
for (cascade_index, ((cascade, frusta), bound)) in cascades
.zip(frusta)
.zip(&light.cascade_shadow_config.bounds)
.enumerate()
{
gpu_lights.directional_lights[light_index].cascades[cascade_index] =
GpuDirectionalCascade {
view_projection: cascade.view_projection,
texel_size: cascade.texel_size,
far_bound: *bound,
};
let depth_texture_view =
directional_light_depth_texture
.texture
.create_view(&TextureViewDescriptor {
label: Some("directional_light_shadow_map_array_texture_view"),
format: None,
dimension: Some(TextureViewDimension::D2),
aspect: TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: directional_depth_texture_array_index,
array_layer_count: Some(1u32),
});
directional_depth_texture_array_index += 1;
let view_light_entity = commands
.spawn((
ShadowView {
depth_attachment: DepthAttachment::new(depth_texture_view, Some(0.0)),
pass_name: format!(
"shadow pass directional light {light_index} cascade {cascade_index}"),
},
ExtractedView {
viewport: UVec4::new(
0,
0,
directional_light_shadow_map.size as u32,
directional_light_shadow_map.size as u32,
),
transform: GlobalTransform::from(cascade.view_transform),
projection: cascade.projection,
view_projection: Some(cascade.view_projection),
hdr: false,
color_grading: Default::default(),
},
*frusta,
RenderPhase::<Shadow>::default(),
LightEntity::Directional {
light_entity,
cascade_index,
},
))
.id();
view_lights.push(view_light_entity);
}
}
let point_light_depth_texture_view =
point_light_depth_texture
.texture
.create_view(&TextureViewDescriptor {
label: Some("point_light_shadow_map_array_texture_view"),
format: None,
#[cfg(any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
))]
dimension: Some(TextureViewDimension::CubeArray),
#[cfg(all(
feature = "webgl",
target_arch = "wasm32",
not(feature = "webgpu")
))]
dimension: Some(TextureViewDimension::Cube),
aspect: TextureAspect::DepthOnly,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
let directional_light_depth_texture_view = directional_light_depth_texture
.texture
.create_view(&TextureViewDescriptor {
label: Some("directional_light_shadow_map_array_texture_view"),
format: None,
#[cfg(any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
))]
dimension: Some(TextureViewDimension::D2Array),
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
dimension: Some(TextureViewDimension::D2),
aspect: TextureAspect::DepthOnly,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
commands.entity(entity).insert((
ViewShadowBindings {
point_light_depth_texture: point_light_depth_texture.texture,
point_light_depth_texture_view,
directional_light_depth_texture: directional_light_depth_texture.texture,
directional_light_depth_texture_view,
},
ViewLightEntities {
lights: view_lights,
},
ViewLightsUniformOffset {
offset: view_gpu_lights_writer.write(&gpu_lights),
},
));
}
}
const CLUSTER_COUNT_SIZE: u32 = 9;
const CLUSTER_OFFSET_MASK: u32 = (1 << (32 - (CLUSTER_COUNT_SIZE * 2))) - 1;
const CLUSTER_COUNT_MASK: u32 = (1 << CLUSTER_COUNT_SIZE) - 1;
fn pack_offset_and_counts(offset: usize, point_count: usize, spot_count: usize) -> u32 {
((offset as u32 & CLUSTER_OFFSET_MASK) << (CLUSTER_COUNT_SIZE * 2))
| (point_count as u32 & CLUSTER_COUNT_MASK) << CLUSTER_COUNT_SIZE
| (spot_count as u32 & CLUSTER_COUNT_MASK)
}
#[derive(ShaderType)]
struct GpuClusterLightIndexListsUniform {
data: Box<[UVec4; ViewClusterBindings::MAX_UNIFORM_ITEMS]>,
}
const _: () = assert!(GpuClusterLightIndexListsUniform::SHADER_SIZE.get() <= 16384);
impl Default for GpuClusterLightIndexListsUniform {
fn default() -> Self {
Self {
data: Box::new([UVec4::ZERO; ViewClusterBindings::MAX_UNIFORM_ITEMS]),
}
}
}
#[derive(ShaderType)]
struct GpuClusterOffsetsAndCountsUniform {
data: Box<[UVec4; ViewClusterBindings::MAX_UNIFORM_ITEMS]>,
}
impl Default for GpuClusterOffsetsAndCountsUniform {
fn default() -> Self {
Self {
data: Box::new([UVec4::ZERO; ViewClusterBindings::MAX_UNIFORM_ITEMS]),
}
}
}
#[derive(ShaderType, Default)]
struct GpuClusterLightIndexListsStorage {
#[size(runtime)]
data: Vec<u32>,
}
#[derive(ShaderType, Default)]
struct GpuClusterOffsetsAndCountsStorage {
#[size(runtime)]
data: Vec<UVec4>,
}
enum ViewClusterBuffers {
Uniform {
cluster_light_index_lists: UniformBuffer<GpuClusterLightIndexListsUniform>,
cluster_offsets_and_counts: UniformBuffer<GpuClusterOffsetsAndCountsUniform>,
},
Storage {
cluster_light_index_lists: StorageBuffer<GpuClusterLightIndexListsStorage>,
cluster_offsets_and_counts: StorageBuffer<GpuClusterOffsetsAndCountsStorage>,
},
}
impl ViewClusterBuffers {
fn new(buffer_binding_type: BufferBindingType) -> Self {
match buffer_binding_type {
BufferBindingType::Storage { .. } => Self::storage(),
BufferBindingType::Uniform => Self::uniform(),
}
}
fn uniform() -> Self {
ViewClusterBuffers::Uniform {
cluster_light_index_lists: UniformBuffer::default(),
cluster_offsets_and_counts: UniformBuffer::default(),
}
}
fn storage() -> Self {
ViewClusterBuffers::Storage {
cluster_light_index_lists: StorageBuffer::default(),
cluster_offsets_and_counts: StorageBuffer::default(),
}
}
}
#[derive(Component)]
pub struct ViewClusterBindings {
n_indices: usize,
n_offsets: usize,
buffers: ViewClusterBuffers,
}
impl ViewClusterBindings {
pub const MAX_OFFSETS: usize = 16384 / 4;
const MAX_UNIFORM_ITEMS: usize = Self::MAX_OFFSETS / 4;
pub const MAX_INDICES: usize = 16384;
pub fn new(buffer_binding_type: BufferBindingType) -> Self {
Self {
n_indices: 0,
n_offsets: 0,
buffers: ViewClusterBuffers::new(buffer_binding_type),
}
}
pub fn clear(&mut self) {
match &mut self.buffers {
ViewClusterBuffers::Uniform {
cluster_light_index_lists,
cluster_offsets_and_counts,
} => {
*cluster_light_index_lists.get_mut().data = [UVec4::ZERO; Self::MAX_UNIFORM_ITEMS];
*cluster_offsets_and_counts.get_mut().data = [UVec4::ZERO; Self::MAX_UNIFORM_ITEMS];
}
ViewClusterBuffers::Storage {
cluster_light_index_lists,
cluster_offsets_and_counts,
..
} => {
cluster_light_index_lists.get_mut().data.clear();
cluster_offsets_and_counts.get_mut().data.clear();
}
}
}
pub fn push_offset_and_counts(&mut self, offset: usize, point_count: usize, spot_count: usize) {
match &mut self.buffers {
ViewClusterBuffers::Uniform {
cluster_offsets_and_counts,
..
} => {
let array_index = self.n_offsets >> 2; if array_index >= Self::MAX_UNIFORM_ITEMS {
warn!("cluster offset and count out of bounds!");
return;
}
let component = self.n_offsets & ((1 << 2) - 1);
let packed = pack_offset_and_counts(offset, point_count, spot_count);
cluster_offsets_and_counts.get_mut().data[array_index][component] = packed;
}
ViewClusterBuffers::Storage {
cluster_offsets_and_counts,
..
} => {
cluster_offsets_and_counts.get_mut().data.push(UVec4::new(
offset as u32,
point_count as u32,
spot_count as u32,
0,
));
}
}
self.n_offsets += 1;
}
pub fn n_indices(&self) -> usize {
self.n_indices
}
pub fn push_index(&mut self, index: usize) {
match &mut self.buffers {
ViewClusterBuffers::Uniform {
cluster_light_index_lists,
..
} => {
let array_index = self.n_indices >> 4; let component = (self.n_indices >> 2) & ((1 << 2) - 1);
let sub_index = self.n_indices & ((1 << 2) - 1);
let index = index as u32;
cluster_light_index_lists.get_mut().data[array_index][component] |=
index << (8 * sub_index);
}
ViewClusterBuffers::Storage {
cluster_light_index_lists,
..
} => {
cluster_light_index_lists.get_mut().data.push(index as u32);
}
}
self.n_indices += 1;
}
pub fn write_buffers(&mut self, render_device: &RenderDevice, render_queue: &RenderQueue) {
match &mut self.buffers {
ViewClusterBuffers::Uniform {
cluster_light_index_lists,
cluster_offsets_and_counts,
} => {
cluster_light_index_lists.write_buffer(render_device, render_queue);
cluster_offsets_and_counts.write_buffer(render_device, render_queue);
}
ViewClusterBuffers::Storage {
cluster_light_index_lists,
cluster_offsets_and_counts,
} => {
cluster_light_index_lists.write_buffer(render_device, render_queue);
cluster_offsets_and_counts.write_buffer(render_device, render_queue);
}
}
}
pub fn light_index_lists_binding(&self) -> Option<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 min_size_cluster_light_index_lists(
buffer_binding_type: BufferBindingType,
) -> NonZeroU64 {
match buffer_binding_type {
BufferBindingType::Storage { .. } => GpuClusterLightIndexListsStorage::min_size(),
BufferBindingType::Uniform => GpuClusterLightIndexListsUniform::min_size(),
}
}
pub fn min_size_cluster_offsets_and_counts(
buffer_binding_type: BufferBindingType,
) -> NonZeroU64 {
match buffer_binding_type {
BufferBindingType::Storage { .. } => GpuClusterOffsetsAndCountsStorage::min_size(),
BufferBindingType::Uniform => GpuClusterOffsetsAndCountsUniform::min_size(),
}
}
}
pub fn prepare_clusters(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mesh_pipeline: Res<MeshPipeline>,
global_light_meta: Res<GlobalLightMeta>,
views: Query<(Entity, &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, extracted_clusters) in &views {
let mut view_clusters_bindings =
ViewClusterBindings::new(mesh_pipeline.clustered_forward_buffer_binding_type);
view_clusters_bindings.clear();
for record in &extracted_clusters.data {
match record {
ExtractedClustersPointLightsElement::ClusterHeader(
point_light_count,
spot_light_count,
) => {
let offset = view_clusters_bindings.n_indices();
view_clusters_bindings.push_offset_and_counts(
offset,
*point_light_count as usize,
*spot_light_count as usize,
);
}
ExtractedClustersPointLightsElement::LightEntity(entity) => {
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.");
break;
}
view_clusters_bindings.push_index(*light_index);
}
}
}
}
view_clusters_bindings.write_buffers(render_device, &render_queue);
commands.get_or_spawn(entity).insert(view_clusters_bindings);
}
}
#[allow(clippy::too_many_arguments)]
pub fn queue_shadows<M: Material>(
shadow_draw_functions: Res<DrawFunctions<Shadow>>,
prepass_pipeline: Res<PrepassPipeline<M>>,
render_meshes: Res<RenderAssets<Mesh>>,
mut render_mesh_instances: ResMut<RenderMeshInstances>,
render_materials: Res<RenderMaterials<M>>,
render_material_instances: Res<RenderMaterialInstances<M>>,
mut pipelines: ResMut<SpecializedMeshPipelines<PrepassPipeline<M>>>,
pipeline_cache: Res<PipelineCache>,
render_lightmaps: Res<RenderLightmaps>,
view_lights: Query<(Entity, &ViewLightEntities)>,
mut view_light_shadow_phases: Query<(&LightEntity, &mut RenderPhase<Shadow>)>,
point_light_entities: Query<&CubemapVisibleEntities, With<ExtractedPointLight>>,
directional_light_entities: Query<&CascadesVisibleEntities, With<ExtractedDirectionalLight>>,
spot_light_entities: Query<&VisibleEntities, With<ExtractedPointLight>>,
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
for (entity, view_lights) in &view_lights {
let draw_shadow_mesh = shadow_draw_functions.read().id::<DrawPrepass<M>>();
for view_light_entity in view_lights.lights.iter().copied() {
let (light_entity, mut shadow_phase) =
view_light_shadow_phases.get_mut(view_light_entity).unwrap();
let is_directional_light = matches!(light_entity, LightEntity::Directional { .. });
let visible_entities = match light_entity {
LightEntity::Directional {
light_entity,
cascade_index,
} => directional_light_entities
.get(*light_entity)
.expect("Failed to get directional light visible entities")
.entities
.get(&entity)
.expect("Failed to get directional light visible entities for view")
.get(*cascade_index)
.expect("Failed to get directional light visible entities for cascade"),
LightEntity::Point {
light_entity,
face_index,
} => point_light_entities
.get(*light_entity)
.expect("Failed to get point light visible entities")
.get(*face_index),
LightEntity::Spot { light_entity } => spot_light_entities
.get(*light_entity)
.expect("Failed to get spot light visible entities"),
};
for entity in visible_entities.iter().copied() {
let Some(mesh_instance) = render_mesh_instances.get_mut(&entity) else {
continue;
};
if !mesh_instance.shadow_caster {
continue;
}
let Some(material_asset_id) = render_material_instances.get(&entity) else {
continue;
};
let Some(material) = render_materials.get(material_asset_id) else {
continue;
};
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
let mut mesh_key =
MeshPipelineKey::from_primitive_topology(mesh.primitive_topology)
| MeshPipelineKey::DEPTH_PREPASS;
if mesh.morph_targets.is_some() {
mesh_key |= MeshPipelineKey::MORPH_TARGETS;
}
if is_directional_light {
mesh_key |= MeshPipelineKey::DEPTH_CLAMP_ORTHO;
}
if render_lightmaps.render_lightmaps.contains_key(&entity) {
mesh_key |= MeshPipelineKey::LIGHTMAPPED;
}
mesh_key |= match material.properties.alpha_mode {
AlphaMode::Mask(_)
| AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add => MeshPipelineKey::MAY_DISCARD,
_ => MeshPipelineKey::NONE,
};
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&prepass_pipeline,
MaterialPipelineKey {
mesh_key,
bind_group_data: material.key.clone(),
},
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
continue;
}
};
mesh_instance.material_bind_group_id = material.get_bind_group_id();
shadow_phase.add(Shadow {
draw_function: draw_shadow_mesh,
pipeline: pipeline_id,
entity,
distance: 0.0, batch_range: 0..1,
dynamic_offset: None,
});
}
}
}
}
pub struct Shadow {
pub distance: f32,
pub entity: Entity,
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub batch_range: Range<u32>,
pub dynamic_offset: Option<NonMaxU32>,
}
impl PhaseItem for Shadow {
type SortKey = usize;
#[inline]
fn entity(&self) -> Entity {
self.entity
}
#[inline]
fn sort_key(&self) -> Self::SortKey {
self.pipeline.id()
}
#[inline]
fn draw_function(&self) -> DrawFunctionId {
self.draw_function
}
#[inline]
fn sort(items: &mut [Self]) {
radsort::sort_by_key(items, |item| item.sort_key());
}
#[inline]
fn batch_range(&self) -> &Range<u32> {
&self.batch_range
}
#[inline]
fn batch_range_mut(&mut self) -> &mut Range<u32> {
&mut self.batch_range
}
#[inline]
fn dynamic_offset(&self) -> Option<NonMaxU32> {
self.dynamic_offset
}
#[inline]
fn dynamic_offset_mut(&mut self) -> &mut Option<NonMaxU32> {
&mut self.dynamic_offset
}
}
impl CachedRenderPipelinePhaseItem for Shadow {
#[inline]
fn cached_pipeline(&self) -> CachedRenderPipelineId {
self.pipeline
}
}
pub struct ShadowPassNode {
main_view_query: QueryState<&'static ViewLightEntities>,
view_light_query: QueryState<(&'static ShadowView, &'static RenderPhase<Shadow>)>,
}
impl ShadowPassNode {
pub fn new(world: &mut World) -> Self {
Self {
main_view_query: QueryState::new(world),
view_light_query: QueryState::new(world),
}
}
}
impl Node for ShadowPassNode {
fn update(&mut self, world: &mut World) {
self.main_view_query.update_archetypes(world);
self.view_light_query.update_archetypes(world);
}
fn run<'w>(
&self,
graph: &mut RenderGraphContext,
render_context: &mut RenderContext<'w>,
world: &'w World,
) -> Result<(), NodeRunError> {
let view_entity = graph.view_entity();
if let Ok(view_lights) = self.main_view_query.get_manual(world, view_entity) {
for view_light_entity in view_lights.lights.iter().copied() {
let (view_light, shadow_phase) = self
.view_light_query
.get_manual(world, view_light_entity)
.unwrap();
let depth_stencil_attachment =
Some(view_light.depth_attachment.get_attachment(StoreOp::Store));
render_context.add_command_buffer_generation_task(move |render_device| {
#[cfg(feature = "trace")]
let _shadow_pass_span = info_span!("shadow_pass").entered();
let mut command_encoder =
render_device.create_command_encoder(&CommandEncoderDescriptor {
label: Some("shadow_pass_command_encoder"),
});
let render_pass = command_encoder.begin_render_pass(&RenderPassDescriptor {
label: Some(&view_light.pass_name),
color_attachments: &[],
depth_stencil_attachment,
timestamp_writes: None,
occlusion_query_set: None,
});
let mut render_pass = TrackedRenderPass::new(&render_device, render_pass);
shadow_phase.render(&mut render_pass, world, view_light_entity);
drop(render_pass);
command_encoder.finish()
});
}
}
Ok(())
}
}