#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
use bevy_app::{App, Plugin, PostUpdate};
use bevy_camera::{
primitives::{Aabb, CascadesFrusta, CubemapFrusta, Frustum, Sphere},
visibility::{
CascadesVisibleEntities, CubemapVisibleEntities, InheritedVisibility, NoFrustumCulling,
PreviousVisibleEntities, RenderLayers, ViewVisibility, VisibilityRange, VisibilitySystems,
VisibleEntityRanges, VisibleMeshEntities,
},
CameraUpdateSystems,
};
use bevy_ecs::{entity::EntityHashSet, prelude::*};
use bevy_math::Vec3A;
use bevy_mesh::Mesh3d;
use bevy_reflect::prelude::*;
use bevy_transform::{components::GlobalTransform, TransformSystems};
use bevy_utils::Parallel;
use core::ops::DerefMut;
pub mod cluster;
pub use cluster::ClusteredDecal;
use cluster::{
add_clusters, assign::assign_objects_to_clusters, GlobalVisibleClusterableObjects,
VisibleClusterableObjects,
};
mod ambient_light;
pub use ambient_light::AmbientLight;
mod probe;
pub use probe::{
AtmosphereEnvironmentMapLight, EnvironmentMapLight, GeneratedEnvironmentMapLight,
IrradianceVolume, LightProbe,
};
mod volumetric;
pub use volumetric::{FogVolume, VolumetricFog, VolumetricLight};
pub mod cascade;
use cascade::{build_directional_light_cascades, clear_directional_light_cascades};
pub use cascade::{CascadeShadowConfig, CascadeShadowConfigBuilder, Cascades};
mod point_light;
pub use point_light::{
update_point_light_frusta, PointLight, PointLightShadowMap, PointLightTexture,
};
mod spot_light;
pub use spot_light::{
orthonormalize, spot_light_clip_from_view, spot_light_world_from_view,
update_spot_light_frusta, SpotLight, SpotLightTexture,
};
mod directional_light;
pub use directional_light::{
update_directional_light_frusta, DirectionalLight, DirectionalLightShadowMap,
DirectionalLightTexture, SunDisk,
};
pub mod prelude {
#[doc(hidden)]
pub use crate::{
light_consts, AmbientLight, DirectionalLight, EnvironmentMapLight,
GeneratedEnvironmentMapLight, LightProbe, PointLight, SpotLight,
};
}
use crate::directional_light::validate_shadow_map_size;
pub mod light_consts {
pub mod lumens {
pub const LUMENS_PER_LED_WATTS: f32 = 90.0;
pub const LUMENS_PER_INCANDESCENT_WATTS: f32 = 13.8;
pub const LUMENS_PER_HALOGEN_WATTS: f32 = 19.8;
pub const VERY_LARGE_CINEMA_LIGHT: f32 = 1_000_000.0;
}
pub mod lux {
pub const MOONLESS_NIGHT: f32 = 0.0001;
pub const FULL_MOON_NIGHT: f32 = 0.05;
pub const CIVIL_TWILIGHT: f32 = 3.4;
pub const LIVING_ROOM: f32 = 50.;
pub const HALLWAY: f32 = 80.;
pub const DARK_OVERCAST_DAY: f32 = 100.;
pub const OFFICE: f32 = 320.;
pub const CLEAR_SUNRISE: f32 = 400.;
pub const OVERCAST_DAY: f32 = 1000.;
pub const AMBIENT_DAYLIGHT: f32 = 10_000.;
pub const FULL_DAYLIGHT: f32 = 20_000.;
pub const DIRECT_SUNLIGHT: f32 = 100_000.;
pub const RAW_SUNLIGHT: f32 = 130_000.;
}
}
#[derive(Default)]
pub struct LightPlugin;
impl Plugin for LightPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<GlobalVisibleClusterableObjects>()
.init_resource::<AmbientLight>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.configure_sets(
PostUpdate,
SimulationLightSystems::UpdateDirectionalLightCascades
.ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
)
.configure_sets(
PostUpdate,
SimulationLightSystems::CheckLightVisibility
.ambiguous_with(SimulationLightSystems::CheckLightVisibility),
)
.add_systems(
PostUpdate,
(
validate_shadow_map_size.before(build_directional_light_cascades),
add_clusters
.in_set(SimulationLightSystems::AddClusters)
.after(CameraUpdateSystems),
assign_objects_to_clusters
.in_set(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystems::Propagate)
.after(VisibilitySystems::CheckVisibility)
.after(CameraUpdateSystems),
clear_directional_light_cascades
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(TransformSystems::Propagate)
.after(CameraUpdateSystems),
update_directional_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(VisibilitySystems::CheckVisibility)
.after(TransformSystems::Propagate)
.after(SimulationLightSystems::UpdateDirectionalLightCascades)
.ambiguous_with(update_spot_light_frusta),
update_point_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystems::Propagate)
.after(SimulationLightSystems::AssignLightsToClusters),
update_spot_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystems::Propagate)
.after(SimulationLightSystems::AssignLightsToClusters),
(
check_dir_light_mesh_visibility,
check_point_light_mesh_visibility,
)
.in_set(SimulationLightSystems::CheckLightVisibility)
.after(VisibilitySystems::CalculateBounds)
.after(TransformSystems::Propagate)
.after(SimulationLightSystems::UpdateLightFrusta)
.after(VisibilitySystems::CheckVisibility)
.before(VisibilitySystems::MarkNewlyHiddenEntitiesInvisible),
build_directional_light_cascades
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(clear_directional_light_cascades),
),
);
}
}
pub type WithLight = Or<(With<PointLight>, With<SpotLight>, With<DirectionalLight>)>;
#[derive(Debug, Component, Reflect, Default, Clone, PartialEq)]
#[reflect(Component, Default, Debug, Clone, PartialEq)]
pub struct NotShadowCaster;
#[derive(Debug, Component, Reflect, Default)]
#[reflect(Component, Default, Debug)]
pub struct NotShadowReceiver;
#[derive(Debug, Component, Reflect, Default)]
#[reflect(Component, Default, Debug)]
pub struct TransmittedShadowReceiver;
#[derive(Debug, Component, Reflect, Clone, Copy, PartialEq, Eq, Default)]
#[reflect(Component, Default, Debug, PartialEq, Clone)]
pub enum ShadowFilteringMethod {
Hardware2x2,
#[default]
Gaussian,
Temporal,
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum SimulationLightSystems {
AddClusters,
AssignLightsToClusters,
UpdateDirectionalLightCascades,
UpdateLightFrusta,
CheckLightVisibility,
}
fn shrink_entities(visible_entities: &mut Vec<Entity>) {
let capacity = visible_entities.capacity();
let reserved = capacity
.checked_div(visible_entities.len())
.map_or(0, |reserve| {
if reserve > 2 {
capacity / (reserve / 2)
} else {
capacity
}
});
visible_entities.shrink_to(reserved);
}
pub fn check_dir_light_mesh_visibility(
mut commands: Commands,
mut directional_lights: Query<
(
&DirectionalLight,
&CascadesFrusta,
&mut CascadesVisibleEntities,
Option<&RenderLayers>,
&ViewVisibility,
),
Without<SpotLight>,
>,
visible_entity_query: Query<
(
Entity,
&InheritedVisibility,
Option<&RenderLayers>,
Option<&Aabb>,
Option<&GlobalTransform>,
Has<VisibilityRange>,
Has<NoFrustumCulling>,
),
(
Without<NotShadowCaster>,
Without<DirectionalLight>,
With<Mesh3d>,
),
>,
visible_entity_ranges: Option<Res<VisibleEntityRanges>>,
mut defer_visible_entities_queue: Local<Parallel<Vec<Entity>>>,
mut view_visible_entities_queue: Local<Parallel<Vec<Vec<Entity>>>>,
) {
let visible_entity_ranges = visible_entity_ranges.as_deref();
for (directional_light, frusta, mut visible_entities, maybe_view_mask, light_view_visibility) in
&mut directional_lights
{
let mut views_to_remove = Vec::new();
for (view, cascade_view_entities) in &mut visible_entities.entities {
match frusta.frusta.get(view) {
Some(view_frusta) => {
cascade_view_entities.resize(view_frusta.len(), Default::default());
cascade_view_entities.iter_mut().for_each(|x| x.clear());
}
None => views_to_remove.push(*view),
};
}
for (view, frusta) in &frusta.frusta {
visible_entities
.entities
.entry(*view)
.or_insert_with(|| vec![VisibleMeshEntities::default(); frusta.len()]);
}
for v in views_to_remove {
visible_entities.entities.remove(&v);
}
if !directional_light.shadows_enabled || !light_view_visibility.get() {
continue;
}
let view_mask = maybe_view_mask.unwrap_or_default();
for (view, view_frusta) in &frusta.frusta {
visible_entity_query.par_iter().for_each_init(
|| {
let mut entities = view_visible_entities_queue.borrow_local_mut();
entities.resize(view_frusta.len(), Vec::default());
(defer_visible_entities_queue.borrow_local_mut(), entities)
},
|(defer_visible_entities_local_queue, view_visible_entities_local_queue),
(
entity,
inherited_visibility,
maybe_entity_mask,
maybe_aabb,
maybe_transform,
has_visibility_range,
has_no_frustum_culling,
)| {
if !inherited_visibility.get() {
return;
}
let entity_mask = maybe_entity_mask.unwrap_or_default();
if !view_mask.intersects(entity_mask) {
return;
}
if has_visibility_range
&& visible_entity_ranges.is_some_and(|visible_entity_ranges| {
!visible_entity_ranges.entity_is_in_range_of_view(entity, *view)
})
{
return;
}
if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
let mut visible = false;
for (frustum, frustum_visible_entities) in view_frusta
.iter()
.zip(view_visible_entities_local_queue.iter_mut())
{
if !has_no_frustum_culling
&& !frustum.intersects_obb(aabb, &transform.affine(), false, true)
{
continue;
}
visible = true;
frustum_visible_entities.push(entity);
}
if visible {
defer_visible_entities_local_queue.push(entity);
}
} else {
defer_visible_entities_local_queue.push(entity);
for frustum_visible_entities in view_visible_entities_local_queue.iter_mut()
{
frustum_visible_entities.push(entity);
}
}
},
);
for entities in view_visible_entities_queue.iter_mut() {
visible_entities
.entities
.get_mut(view)
.unwrap()
.iter_mut()
.zip(entities.iter_mut())
.for_each(|(dst, source)| {
dst.append(source);
});
}
}
for (_, cascade_view_entities) in &mut visible_entities.entities {
cascade_view_entities
.iter_mut()
.map(DerefMut::deref_mut)
.for_each(shrink_entities);
}
}
let mut defer_queue = core::mem::take(defer_visible_entities_queue.deref_mut());
commands.queue(move |world: &mut World| {
world.resource_scope::<PreviousVisibleEntities, _>(
|world, mut previous_visible_entities| {
let mut query = world.query::<(Entity, &mut ViewVisibility)>();
for entities in defer_queue.iter_mut() {
let mut iter = query.iter_many_mut(world, entities.iter());
while let Some((entity, mut view_visibility)) = iter.fetch_next() {
if !**view_visibility {
view_visibility.set();
}
previous_visible_entities.remove(&entity);
}
}
},
);
});
}
pub fn check_point_light_mesh_visibility(
visible_point_lights: Query<&VisibleClusterableObjects>,
mut point_lights: Query<(
&PointLight,
&GlobalTransform,
&CubemapFrusta,
&mut CubemapVisibleEntities,
Option<&RenderLayers>,
)>,
mut spot_lights: Query<(
&SpotLight,
&GlobalTransform,
&Frustum,
&mut VisibleMeshEntities,
Option<&RenderLayers>,
)>,
mut visible_entity_query: Query<
(
Entity,
&InheritedVisibility,
&mut ViewVisibility,
Option<&RenderLayers>,
Option<&Aabb>,
Option<&GlobalTransform>,
Has<VisibilityRange>,
Has<NoFrustumCulling>,
),
(
Without<NotShadowCaster>,
Without<DirectionalLight>,
With<Mesh3d>,
),
>,
visible_entity_ranges: Option<Res<VisibleEntityRanges>>,
mut previous_visible_entities: ResMut<PreviousVisibleEntities>,
mut cubemap_visible_entities_queue: Local<Parallel<[Vec<Entity>; 6]>>,
mut spot_visible_entities_queue: Local<Parallel<Vec<Entity>>>,
mut checked_lights: Local<EntityHashSet>,
) {
checked_lights.clear();
let visible_entity_ranges = visible_entity_ranges.as_deref();
for visible_lights in &visible_point_lights {
for light_entity in visible_lights.entities.iter().copied() {
if !checked_lights.insert(light_entity) {
continue;
}
if let Ok((
point_light,
transform,
cubemap_frusta,
mut cubemap_visible_entities,
maybe_view_mask,
)) = point_lights.get_mut(light_entity)
{
for visible_entities in cubemap_visible_entities.iter_mut() {
visible_entities.entities.clear();
}
if !point_light.shadows_enabled {
continue;
}
let view_mask = maybe_view_mask.unwrap_or_default();
let light_sphere = Sphere {
center: Vec3A::from(transform.translation()),
radius: point_light.range,
};
visible_entity_query.par_iter_mut().for_each_init(
|| cubemap_visible_entities_queue.borrow_local_mut(),
|cubemap_visible_entities_local_queue,
(
entity,
inherited_visibility,
mut view_visibility,
maybe_entity_mask,
maybe_aabb,
maybe_transform,
has_visibility_range,
has_no_frustum_culling,
)| {
if !inherited_visibility.get() {
return;
}
let entity_mask = maybe_entity_mask.unwrap_or_default();
if !view_mask.intersects(entity_mask) {
return;
}
if has_visibility_range
&& visible_entity_ranges.is_some_and(|visible_entity_ranges| {
!visible_entity_ranges.entity_is_in_range_of_any_view(entity)
})
{
return;
}
if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
let model_to_world = transform.affine();
if !has_no_frustum_culling
&& !light_sphere.intersects_obb(aabb, &model_to_world)
{
return;
}
for (frustum, visible_entities) in cubemap_frusta
.iter()
.zip(cubemap_visible_entities_local_queue.iter_mut())
{
if has_no_frustum_culling
|| frustum.intersects_obb(aabb, &model_to_world, true, true)
{
if !**view_visibility {
view_visibility.set();
}
visible_entities.push(entity);
}
}
} else {
if !**view_visibility {
view_visibility.set();
}
for visible_entities in cubemap_visible_entities_local_queue.iter_mut()
{
visible_entities.push(entity);
}
}
},
);
for entities in cubemap_visible_entities_queue.iter_mut() {
for (dst, source) in
cubemap_visible_entities.iter_mut().zip(entities.iter_mut())
{
for entity in source.iter() {
previous_visible_entities.remove(entity);
}
dst.entities.append(source);
}
}
for visible_entities in cubemap_visible_entities.iter_mut() {
shrink_entities(visible_entities);
}
}
if let Ok((point_light, transform, frustum, mut visible_entities, maybe_view_mask)) =
spot_lights.get_mut(light_entity)
{
visible_entities.clear();
if !point_light.shadows_enabled {
continue;
}
let view_mask = maybe_view_mask.unwrap_or_default();
let light_sphere = Sphere {
center: Vec3A::from(transform.translation()),
radius: point_light.range,
};
visible_entity_query.par_iter_mut().for_each_init(
|| spot_visible_entities_queue.borrow_local_mut(),
|spot_visible_entities_local_queue,
(
entity,
inherited_visibility,
mut view_visibility,
maybe_entity_mask,
maybe_aabb,
maybe_transform,
has_visibility_range,
has_no_frustum_culling,
)| {
if !inherited_visibility.get() {
return;
}
let entity_mask = maybe_entity_mask.unwrap_or_default();
if !view_mask.intersects(entity_mask) {
return;
}
if has_visibility_range
&& visible_entity_ranges.is_some_and(|visible_entity_ranges| {
!visible_entity_ranges.entity_is_in_range_of_any_view(entity)
})
{
return;
}
if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
let model_to_world = transform.affine();
if !has_no_frustum_culling
&& !light_sphere.intersects_obb(aabb, &model_to_world)
{
return;
}
if has_no_frustum_culling
|| frustum.intersects_obb(aabb, &model_to_world, true, true)
{
if !**view_visibility {
view_visibility.set();
}
spot_visible_entities_local_queue.push(entity);
}
} else {
if !**view_visibility {
view_visibility.set();
}
spot_visible_entities_local_queue.push(entity);
}
},
);
for entities in spot_visible_entities_queue.iter_mut() {
visible_entities.append(entities);
for entity in entities {
previous_visible_entities.remove(entity);
}
}
shrink_entities(visible_entities.deref_mut());
}
}
}
}