use crate::*;
use bevy_asset::UntypedAssetId;
use bevy_camera::primitives::{
face_index_to_name, CascadesFrusta, CubeMapFace, CubemapFrusta, Frustum, HalfSpace,
CUBE_MAP_FACES,
};
use bevy_camera::visibility::{
CascadesVisibleEntities, CubemapVisibleEntities, RenderLayers, ViewVisibility,
VisibleMeshEntities,
};
use bevy_camera::Camera3d;
use bevy_color::ColorToComponents;
use bevy_core_pipeline::core_3d::CORE_3D_DEPTH_FORMAT;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::component::Tick;
use bevy_ecs::system::SystemChangeTick;
use bevy_ecs::{
entity::{EntityHashMap, EntityHashSet},
prelude::*,
system::lifetimeless::Read,
};
use bevy_light::cascade::Cascade;
use bevy_light::cluster::assign::{calculate_cluster_factors, ClusterableObjectType};
use bevy_light::cluster::GlobalVisibleClusterableObjects;
use bevy_light::SunDisk;
use bevy_light::{
spot_light_clip_from_view, spot_light_world_from_view, AmbientLight, CascadeShadowConfig,
Cascades, DirectionalLight, DirectionalLightShadowMap, NotShadowCaster, PointLight,
PointLightShadowMap, ShadowFilteringMethod, SpotLight, VolumetricLight,
};
use bevy_math::{ops, Mat4, UVec4, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_platform::collections::{HashMap, HashSet};
use bevy_platform::hash::FixedHasher;
use bevy_render::erased_render_asset::ErasedRenderAssets;
use bevy_render::experimental::occlusion_culling::{
OcclusionCulling, OcclusionCullingSubview, OcclusionCullingSubviewEntities,
};
use bevy_render::sync_world::MainEntityHashMap;
use bevy_render::{
batching::gpu_preprocessing::{GpuPreprocessingMode, GpuPreprocessingSupport},
camera::SortedCameras,
mesh::allocator::MeshAllocator,
view::{NoIndirectDrawing, RetainedViewEntity},
};
use bevy_render::{
diagnostic::RecordDiagnostics,
mesh::RenderMesh,
render_asset::RenderAssets,
render_graph::{Node, NodeRunError, RenderGraphContext},
render_phase::*,
render_resource::*,
renderer::{RenderContext, RenderDevice, RenderQueue},
texture::*,
view::ExtractedView,
Extract,
};
use bevy_render::{
mesh::allocator::SlabId,
sync_world::{MainEntity, RenderEntity},
};
use bevy_transform::{components::GlobalTransform, prelude::Transform};
use bevy_utils::default;
use core::{hash::Hash, ops::Range};
use decal::clustered::RenderClusteredDecals;
#[cfg(feature = "trace")]
use tracing::info_span;
use tracing::{error, warn};
#[derive(Component)]
pub struct ExtractedPointLight {
pub color: LinearRgba,
pub intensity: f32,
pub range: f32,
pub radius: f32,
pub transform: GlobalTransform,
pub shadows_enabled: bool,
pub shadow_depth_bias: f32,
pub shadow_normal_bias: f32,
pub shadow_map_near_z: f32,
pub spot_light_angles: Option<(f32, f32)>,
pub volumetric: bool,
pub soft_shadows_enabled: bool,
pub affects_lightmapped_mesh_diffuse: bool,
}
#[derive(Component, Debug)]
pub struct ExtractedDirectionalLight {
pub color: LinearRgba,
pub illuminance: f32,
pub transform: GlobalTransform,
pub shadows_enabled: bool,
pub volumetric: bool,
pub affects_lightmapped_mesh_diffuse: bool,
pub shadow_depth_bias: f32,
pub shadow_normal_bias: f32,
pub cascade_shadow_config: CascadeShadowConfig,
pub cascades: EntityHashMap<Vec<Cascade>>,
pub frusta: EntityHashMap<Vec<Frustum>>,
pub render_layers: RenderLayers,
pub soft_shadow_size: Option<f32>,
pub occlusion_culling: bool,
pub sun_disk_angular_size: f32,
pub sun_disk_intensity: f32,
}
bitflags::bitflags! {
#[repr(transparent)]
struct PointLightFlags: u32 {
const SHADOWS_ENABLED = 1 << 0;
const SPOT_LIGHT_Y_NEGATIVE = 1 << 1;
const VOLUMETRIC = 1 << 2;
const AFFECTS_LIGHTMAPPED_MESH_DIFFUSE = 1 << 3;
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
#[derive(Copy, Clone, ShaderType, Default, Debug)]
pub struct GpuDirectionalCascade {
clip_from_world: 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,
soft_shadow_size: f32,
shadow_depth_bias: f32,
shadow_normal_bias: f32,
num_cascades: u32,
cascades_overlap_proportion: f32,
depth_texture_base_index: u32,
decal_index: u32,
sun_disk_angular_size: f32,
sun_disk_intensity: f32,
}
bitflags::bitflags! {
#[repr(transparent)]
struct DirectionalLightFlags: u32 {
const SHADOWS_ENABLED = 1 << 0;
const VOLUMETRIC = 1 << 1;
const AFFECTS_LIGHTMAPPED_MESH_DIFFUSE = 1 << 2;
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,
ambient_light_affects_lightmapped_meshes: u32,
}
#[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_comparison_sampler: Sampler,
#[cfg(feature = "experimental_pbr_pcss")]
pub point_light_linear_sampler: Sampler,
pub directional_light_comparison_sampler: Sampler,
#[cfg(feature = "experimental_pbr_pcss")]
pub directional_light_linear_sampler: Sampler,
}
pub fn init_shadow_samplers(mut commands: Commands, render_device: Res<RenderDevice>) {
let base_sampler_descriptor = 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,
..default()
};
commands.insert_resource(ShadowSamplers {
point_light_comparison_sampler: render_device.create_sampler(&SamplerDescriptor {
compare: Some(CompareFunction::GreaterEqual),
..base_sampler_descriptor
}),
#[cfg(feature = "experimental_pbr_pcss")]
point_light_linear_sampler: render_device.create_sampler(&base_sampler_descriptor),
directional_light_comparison_sampler: render_device.create_sampler(&SamplerDescriptor {
compare: Some(CompareFunction::GreaterEqual),
..base_sampler_descriptor
}),
#[cfg(feature = "experimental_pbr_pcss")]
directional_light_linear_sampler: render_device.create_sampler(&base_sampler_descriptor),
});
}
pub fn extract_shadow_filtering_method(
mut commands: Commands,
mut previous_len: Local<usize>,
query: Extract<Query<(RenderEntity, &ShadowFilteringMethod)>>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, query_item) in &query {
values.push((entity, *query_item));
}
*previous_len = values.len();
commands.try_insert_batch(values);
}
pub fn extract_ambient_light_resource(
mut commands: Commands,
main_resource: Extract<Option<Res<AmbientLight>>>,
target_resource: Option<ResMut<AmbientLight>>,
) {
if let Some(main_resource) = main_resource.as_ref() {
if let Some(mut target_resource) = target_resource {
if main_resource.is_changed() {
*target_resource = (*main_resource).clone();
}
} else {
commands.insert_resource((*main_resource).clone());
}
}
}
pub fn extract_ambient_light(
mut commands: Commands,
mut previous_len: Local<usize>,
query: Extract<Query<(RenderEntity, &AmbientLight)>>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, query_item) in &query {
values.push((entity, query_item.clone()));
}
*previous_len = values.len();
commands.try_insert_batch(values);
}
pub fn extract_lights(
mut commands: Commands,
point_light_shadow_map: Extract<Res<PointLightShadowMap>>,
directional_light_shadow_map: Extract<Res<DirectionalLightShadowMap>>,
global_visible_clusterable: Extract<Res<GlobalVisibleClusterableObjects>>,
previous_point_lights: Query<
Entity,
(
With<RenderCubemapVisibleEntities>,
With<ExtractedPointLight>,
),
>,
previous_spot_lights: Query<
Entity,
(With<RenderVisibleMeshEntities>, With<ExtractedPointLight>),
>,
point_lights: Extract<
Query<(
Entity,
RenderEntity,
&PointLight,
&CubemapVisibleEntities,
&GlobalTransform,
&ViewVisibility,
&CubemapFrusta,
Option<&VolumetricLight>,
)>,
>,
spot_lights: Extract<
Query<(
Entity,
RenderEntity,
&SpotLight,
&VisibleMeshEntities,
&GlobalTransform,
&ViewVisibility,
&Frustum,
Option<&VolumetricLight>,
)>,
>,
directional_lights: Extract<
Query<
(
Entity,
RenderEntity,
&DirectionalLight,
&CascadesVisibleEntities,
&Cascades,
&CascadeShadowConfig,
&CascadesFrusta,
&GlobalTransform,
&ViewVisibility,
Option<&RenderLayers>,
Option<&VolumetricLight>,
Has<OcclusionCulling>,
Option<&SunDisk>,
),
Without<SpotLight>,
>,
>,
mapper: Extract<Query<RenderEntity>>,
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());
}
commands.try_insert_batch(
previous_point_lights
.iter()
.map(|render_entity| (render_entity, RenderCubemapVisibleEntities::default()))
.collect::<Vec<_>>(),
);
commands.try_insert_batch(
previous_spot_lights
.iter()
.map(|render_entity| (render_entity, RenderVisibleMeshEntities::default()))
.collect::<Vec<_>>(),
);
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_visible_clusterable.iter().copied() {
let Ok((
main_entity,
render_entity,
point_light,
cubemap_visible_entities,
transform,
view_visibility,
frusta,
volumetric_light,
)) = point_lights.get(entity)
else {
continue;
};
if !view_visibility.get() {
continue;
}
let render_cubemap_visible_entities = RenderCubemapVisibleEntities {
data: cubemap_visible_entities
.iter()
.map(|v| create_render_visible_mesh_entities(&mapper, v))
.collect::<Vec<_>>()
.try_into()
.unwrap(),
};
let extracted_point_light = ExtractedPointLight {
color: point_light.color.into(),
intensity: point_light.intensity / (4.0 * core::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
* core::f32::consts::SQRT_2,
shadow_map_near_z: point_light.shadow_map_near_z,
spot_light_angles: None,
volumetric: volumetric_light.is_some(),
affects_lightmapped_mesh_diffuse: point_light.affects_lightmapped_mesh_diffuse,
#[cfg(feature = "experimental_pbr_pcss")]
soft_shadows_enabled: point_light.soft_shadows_enabled,
#[cfg(not(feature = "experimental_pbr_pcss"))]
soft_shadows_enabled: false,
};
point_lights_values.push((
render_entity,
(
extracted_point_light,
render_cubemap_visible_entities,
(*frusta).clone(),
MainEntity::from(main_entity),
),
));
}
*previous_point_lights_len = point_lights_values.len();
commands.try_insert_batch(point_lights_values);
let mut spot_lights_values = Vec::with_capacity(*previous_spot_lights_len);
for entity in global_visible_clusterable.iter().copied() {
if let Ok((
main_entity,
render_entity,
spot_light,
visible_entities,
transform,
view_visibility,
frustum,
volumetric_light,
)) = spot_lights.get(entity)
{
if !view_visibility.get() {
continue;
}
let render_visible_entities =
create_render_visible_mesh_entities(&mapper, visible_entities);
let texel_size =
2.0 * ops::tan(spot_light.outer_angle) / directional_light_shadow_map.size as f32;
spot_lights_values.push((
render_entity,
(
ExtractedPointLight {
color: spot_light.color.into(),
intensity: spot_light.intensity / (4.0 * core::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
* core::f32::consts::SQRT_2,
shadow_map_near_z: spot_light.shadow_map_near_z,
spot_light_angles: Some((spot_light.inner_angle, spot_light.outer_angle)),
volumetric: volumetric_light.is_some(),
affects_lightmapped_mesh_diffuse: spot_light
.affects_lightmapped_mesh_diffuse,
#[cfg(feature = "experimental_pbr_pcss")]
soft_shadows_enabled: spot_light.soft_shadows_enabled,
#[cfg(not(feature = "experimental_pbr_pcss"))]
soft_shadows_enabled: false,
},
render_visible_entities,
*frustum,
MainEntity::from(main_entity),
),
));
}
}
*previous_spot_lights_len = spot_lights_values.len();
commands.try_insert_batch(spot_lights_values);
for (
main_entity,
entity,
directional_light,
visible_entities,
cascades,
cascade_config,
frusta,
transform,
view_visibility,
maybe_layers,
volumetric_light,
occlusion_culling,
sun_disk,
) in &directional_lights
{
if !view_visibility.get() {
commands
.get_entity(entity)
.expect("Light entity wasn't synced.")
.remove::<(ExtractedDirectionalLight, RenderCascadesVisibleEntities)>();
continue;
}
let mut extracted_cascades = EntityHashMap::default();
let mut extracted_frusta = EntityHashMap::default();
let mut cascade_visible_entities = EntityHashMap::default();
for (e, v) in cascades.cascades.iter() {
if let Ok(entity) = mapper.get(*e) {
extracted_cascades.insert(entity, v.clone());
} else {
break;
}
}
for (e, v) in frusta.frusta.iter() {
if let Ok(entity) = mapper.get(*e) {
extracted_frusta.insert(entity, v.clone());
} else {
break;
}
}
for (e, v) in visible_entities.entities.iter() {
if let Ok(entity) = mapper.get(*e) {
cascade_visible_entities.insert(
entity,
v.iter()
.map(|v| create_render_visible_mesh_entities(&mapper, v))
.collect(),
);
} else {
break;
}
}
commands
.get_entity(entity)
.expect("Light entity wasn't synced.")
.insert((
ExtractedDirectionalLight {
color: directional_light.color.into(),
illuminance: directional_light.illuminance,
transform: *transform,
volumetric: volumetric_light.is_some(),
affects_lightmapped_mesh_diffuse: directional_light
.affects_lightmapped_mesh_diffuse,
#[cfg(feature = "experimental_pbr_pcss")]
soft_shadow_size: directional_light.soft_shadow_size,
#[cfg(not(feature = "experimental_pbr_pcss"))]
soft_shadow_size: None,
shadows_enabled: directional_light.shadows_enabled,
shadow_depth_bias: directional_light.shadow_depth_bias,
shadow_normal_bias: directional_light.shadow_normal_bias
* core::f32::consts::SQRT_2,
cascade_shadow_config: cascade_config.clone(),
cascades: extracted_cascades,
frusta: extracted_frusta,
render_layers: maybe_layers.unwrap_or_default().clone(),
occlusion_culling,
sun_disk_angular_size: sun_disk.unwrap_or_default().angular_size,
sun_disk_intensity: sun_disk.unwrap_or_default().intensity,
},
RenderCascadesVisibleEntities {
entities: cascade_visible_entities,
},
MainEntity::from(main_entity),
));
}
}
fn create_render_visible_mesh_entities(
mapper: &Extract<Query<RenderEntity>>,
visible_entities: &VisibleMeshEntities,
) -> RenderVisibleMeshEntities {
RenderVisibleMeshEntities {
entities: visible_entities
.iter()
.map(|e| {
let render_entity = mapper.get(*e).unwrap_or(Entity::PLACEHOLDER);
(render_entity, MainEntity::from(*e))
})
.collect(),
}
}
#[derive(Component, Default, Deref, DerefMut)]
pub struct LightViewEntities(EntityHashMap<Vec<Entity>>);
pub(crate) fn add_light_view_entities(
event: On<Add, (ExtractedDirectionalLight, ExtractedPointLight)>,
mut commands: Commands,
) {
if let Ok(mut v) = commands.get_entity(event.entity()) {
v.insert(LightViewEntities::default());
}
}
pub(crate) fn extracted_light_removed(
event: On<Remove, (ExtractedDirectionalLight, ExtractedPointLight)>,
mut commands: Commands,
) {
if let Ok(mut v) = commands.get_entity(event.entity()) {
v.try_remove::<LightViewEntities>();
}
}
pub(crate) fn remove_light_view_entities(
event: On<Remove, LightViewEntities>,
query: Query<&LightViewEntities>,
mut commands: Commands,
) {
if let Ok(entities) = query.get(event.entity()) {
for v in entities.0.values() {
for e in v.iter().copied() {
if let Ok(mut v) = commands.get_entity(e) {
v.despawn();
}
}
}
}
}
#[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,
}
#[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 prepare_lights(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,
(render_device, render_queue): (Res<RenderDevice>, Res<RenderQueue>),
mut global_light_meta: ResMut<GlobalClusterableObjectMeta>,
mut light_meta: ResMut<LightMeta>,
views: Query<
(
Entity,
MainEntity,
&ExtractedView,
&ExtractedClusterConfig,
Option<&RenderLayers>,
Has<NoIndirectDrawing>,
Option<&AmbientLight>,
),
With<Camera3d>,
>,
ambient_light: Res<AmbientLight>,
point_light_shadow_map: Res<PointLightShadowMap>,
directional_light_shadow_map: Res<DirectionalLightShadowMap>,
mut shadow_render_phases: ResMut<ViewBinnedRenderPhases<Shadow>>,
(
mut max_directional_lights_warning_emitted,
mut max_cascades_per_light_warning_emitted,
mut live_shadow_mapping_lights,
): (Local<bool>, Local<bool>, Local<HashSet<RetainedViewEntity>>),
point_lights: Query<(
Entity,
&MainEntity,
&ExtractedPointLight,
AnyOf<(&CubemapFrusta, &Frustum)>,
)>,
directional_lights: Query<(Entity, &MainEntity, &ExtractedDirectionalLight)>,
mut light_view_entities: Query<&mut LightViewEntities>,
sorted_cameras: Res<SortedCameras>,
(gpu_preprocessing_support, decals): (
Res<GpuPreprocessingSupport>,
Option<Res<RenderClusteredDecals>>,
),
) {
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_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.2.spot_light_angles.is_none())
.count();
let point_light_volumetric_enabled_count = point_lights
.iter()
.filter(|(_, _, light, _)| light.volumetric && light.spot_light_angles.is_none())
.count()
.min(max_texture_cubes);
let point_light_shadow_maps_count = point_lights
.iter()
.filter(|light| light.2.shadows_enabled && light.2.spot_light_angles.is_none())
.count()
.min(max_texture_cubes);
let directional_volumetric_enabled_count = directional_lights
.iter()
.take(MAX_DIRECTIONAL_LIGHTS)
.filter(|(_, _, light)| light.volumetric)
.count()
.min(max_texture_array_layers / MAX_CASCADES_PER_LIGHT);
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_count = point_lights
.iter()
.filter(|(_, _, light, _)| light.spot_light_angles.is_some())
.count()
.min(max_texture_array_layers - directional_shadow_enabled_count * MAX_CASCADES_PER_LIGHT);
let spot_light_volumetric_enabled_count = point_lights
.iter()
.filter(|(_, _, light, _)| light.volumetric && light.spot_light_angles.is_some())
.count()
.min(max_texture_array_layers - directional_shadow_enabled_count * 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_cached_key(|(entity, _, light, _)| {
(
point_or_spot_light_to_clusterable(light).ordering(),
*entity,
)
});
directional_lights.sort_unstable_by_key(|(entity, _, light)| {
(light.volumetric, light.shadows_enabled, *entity)
});
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 cube_face_projection = Mat4::perspective_infinite_reverse_rh(
core::f32::consts::FRAC_PI_2,
1.0,
light.shadow_map_near_z,
);
if light.shadows_enabled
&& light.volumetric
&& (index < point_light_volumetric_enabled_count
|| (light.spot_light_angles.is_some()
&& index - point_light_count < spot_light_volumetric_enabled_count))
{
flags |= PointLightFlags::VOLUMETRIC;
}
if light.affects_lightmapped_mesh_diffuse {
flags |= PointLightFlags::AFFECTS_LIGHTMAPPED_MESH_DIFFUSE;
}
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 = ops::cos(outer);
let spot_scale = 1.0 / f32::max(ops::cos(inner) - cos_outer, 1e-4);
let spot_offset = -cos_outer * spot_scale;
(
light_direction.xz().extend(spot_scale).extend(spot_offset),
ops::tan(outer),
)
}
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(GpuClusterableObject {
light_custom_data,
color_inverse_square_range: (Vec4::from_slice(&light.color.to_f32_array())
* 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,
shadow_map_near_z: light.shadow_map_near_z,
spot_light_tan_angle,
decal_index: decals
.as_ref()
.and_then(|decals| decals.get(entity))
.and_then(|index| index.try_into().ok())
.unwrap_or(u32::MAX),
pad: 0.0,
soft_shadow_size: if light.soft_shadows_enabled {
light.radius
} else {
0.0
},
});
global_light_meta.entity_to_index.insert(entity, index);
}
let mut num_directional_cascades_enabled = 0usize;
for (
_entity,
_camera_main_entity,
_extracted_view,
_clusters,
maybe_layers,
_no_indirect_drawing,
_maybe_ambient_override,
) in sorted_cameras
.0
.iter()
.filter_map(|sorted_camera| views.get(sorted_camera.entity).ok())
{
let mut num_directional_cascades_for_this_view = 0usize;
let render_layers = maybe_layers.unwrap_or_default();
for (_light_entity, _, light) in directional_lights.iter() {
if light.shadows_enabled && light.render_layers.intersects(render_layers) {
num_directional_cascades_for_this_view += light
.cascade_shadow_config
.bounds
.len()
.min(MAX_CASCADES_PER_LIGHT);
}
}
num_directional_cascades_enabled = num_directional_cascades_enabled
.max(num_directional_cascades_for_this_view)
.min(max_texture_array_layers);
}
global_light_meta
.gpu_clusterable_objects
.set(gpu_point_lights);
global_light_meta
.gpu_clusterable_objects
.write_buffer(&render_device, &render_queue);
live_shadow_mapping_lights.clear();
let mut point_light_depth_attachments = HashMap::<u32, DepthAttachment>::default();
let mut directional_light_depth_attachments = HashMap::<u32, DepthAttachment>::default();
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 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(all(
not(target_abi = "sim"),
any(
not(feature = "webgl"),
not(target_arch = "wasm32"),
feature = "webgpu"
)
))]
dimension: Some(TextureViewDimension::CubeArray),
#[cfg(any(
target_abi = "sim",
all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu"))
))]
dimension: Some(TextureViewDimension::Cube),
usage: None,
aspect: TextureAspect::DepthOnly,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
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 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),
usage: None,
aspect: TextureAspect::DepthOnly,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
let mut live_views = EntityHashSet::with_capacity(views_count);
for (
entity,
camera_main_entity,
extracted_view,
clusters,
maybe_layers,
no_indirect_drawing,
maybe_ambient_override,
) in sorted_cameras
.0
.iter()
.filter_map(|sorted_camera| views.get(sorted_camera.entity).ok())
{
live_views.insert(entity);
let view_layers = maybe_layers.unwrap_or_default();
let mut view_lights = Vec::new();
let mut view_occlusion_culling_lights = Vec::new();
let gpu_preprocessing_mode = gpu_preprocessing_support.min(if !no_indirect_drawing {
GpuPreprocessingMode::Culling
} else {
GpuPreprocessingMode::PreprocessingOnly
});
let is_orthographic = extracted_view.clip_from_view.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 ambient_light = maybe_ambient_override.unwrap_or(&ambient_light);
let mut gpu_directional_lights = [GpuDirectionalLight::default(); MAX_DIRECTIONAL_LIGHTS];
let mut num_directional_cascades_enabled_for_this_view = 0usize;
let mut num_directional_lights_for_this_view = 0usize;
for (index, (light_entity, _, light)) in directional_lights
.iter()
.filter(|(_light_entity, _, light)| light.render_layers.intersects(view_layers))
.enumerate()
.take(MAX_DIRECTIONAL_LIGHTS)
{
num_directional_lights_for_this_view += 1;
let mut flags = DirectionalLightFlags::NONE;
if light.volumetric
&& light.shadows_enabled
&& (index < directional_volumetric_enabled_count)
{
flags |= DirectionalLightFlags::VOLUMETRIC;
}
let mut num_cascades = 0;
if light.shadows_enabled {
let cascades = light
.cascade_shadow_config
.bounds
.len()
.min(MAX_CASCADES_PER_LIGHT);
if num_directional_cascades_enabled_for_this_view + cascades
<= max_texture_array_layers
{
flags |= DirectionalLightFlags::SHADOWS_ENABLED;
num_cascades += cascades;
}
}
if light.affects_lightmapped_mesh_diffuse {
flags |= DirectionalLightFlags::AFFECTS_LIGHTMAPPED_MESH_DIFFUSE;
}
gpu_directional_lights[index] = GpuDirectionalLight {
cascades: [GpuDirectionalCascade::default(); MAX_CASCADES_PER_LIGHT],
color: Vec4::from_slice(&light.color.to_f32_array()) * light.illuminance,
dir_to_light: light.transform.back().into(),
flags: flags.bits(),
soft_shadow_size: light.soft_shadow_size.unwrap_or_default(),
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_for_this_view as u32,
sun_disk_angular_size: light.sun_disk_angular_size,
sun_disk_intensity: light.sun_disk_intensity,
decal_index: decals
.as_ref()
.and_then(|decals| decals.get(*light_entity))
.and_then(|index| index.try_into().ok())
.unwrap_or(u32::MAX),
};
num_directional_cascades_enabled_for_this_view += num_cascades;
}
let mut gpu_lights = GpuLights {
directional_lights: gpu_directional_lights,
ambient_color: Vec4::from_slice(&LinearRgba::from(ambient_light.color).to_f32_array())
* 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: num_directional_lights_for_this_view as u32,
spot_light_shadowmap_offset: num_directional_cascades_enabled as i32
- point_light_count as i32,
ambient_light_affects_lightmapped_meshes: ambient_light.affects_lightmapped_meshes
as u32,
};
for &(light_entity, light_main_entity, light, (point_light_frusta, _)) in point_lights
.iter()
.take(point_light_count.min(max_texture_cubes))
{
let Ok(mut light_view_entities) = light_view_entities.get_mut(light_entity) else {
continue;
};
if !light.shadows_enabled {
if let Some(entities) = light_view_entities.remove(&entity) {
despawn_entities(&mut commands, entities);
}
continue;
}
let light_index = *global_light_meta
.entity_to_index
.get(&light_entity)
.unwrap();
let view_translation = GlobalTransform::from_translation(light.transform.translation());
let light_view_entities = light_view_entities
.entry(entity)
.or_insert_with(|| (0..6).map(|_| commands.spawn_empty().id()).collect());
let cube_face_projection = Mat4::perspective_infinite_reverse_rh(
core::f32::consts::FRAC_PI_2,
1.0,
light.shadow_map_near_z,
);
for (face_index, ((view_rotation, frustum), view_light_entity)) in cube_face_rotations
.iter()
.zip(&point_light_frusta.unwrap().frusta)
.zip(light_view_entities.iter().copied())
.enumerate()
{
let mut first = false;
let base_array_layer = (light_index * 6 + face_index) as u32;
let depth_attachment = point_light_depth_attachments
.entry(base_array_layer)
.or_insert_with(|| {
first = true;
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),
usage: None,
aspect: TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer,
array_layer_count: Some(1u32),
});
DepthAttachment::new(depth_texture_view, Some(0.0))
})
.clone();
let retained_view_entity = RetainedViewEntity::new(
*light_main_entity,
Some(camera_main_entity.into()),
face_index as u32,
);
commands.entity(view_light_entity).insert((
ShadowView {
depth_attachment,
pass_name: format!(
"shadow_point_light_{}_{}",
light_index,
face_index_to_name(face_index)
),
},
ExtractedView {
retained_view_entity,
viewport: UVec4::new(
0,
0,
point_light_shadow_map.size as u32,
point_light_shadow_map.size as u32,
),
world_from_view: view_translation * *view_rotation,
clip_from_world: None,
clip_from_view: cube_face_projection,
hdr: false,
color_grading: Default::default(),
},
*frustum,
LightEntity::Point {
light_entity,
face_index,
},
));
if !matches!(gpu_preprocessing_mode, GpuPreprocessingMode::Culling) {
commands.entity(view_light_entity).insert(NoIndirectDrawing);
}
view_lights.push(view_light_entity);
if first {
shadow_render_phases
.prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode);
live_shadow_mapping_lights.insert(retained_view_entity);
}
}
}
for (light_index, &(light_entity, light_main_entity, light, (_, spot_light_frustum))) in
point_lights
.iter()
.skip(point_light_count)
.take(spot_light_count)
.enumerate()
{
let Ok(mut light_view_entities) = light_view_entities.get_mut(light_entity) else {
continue;
};
if !light.shadows_enabled {
if let Some(entities) = light_view_entities.remove(&entity) {
despawn_entities(&mut commands, entities);
}
continue;
}
let spot_world_from_view = spot_light_world_from_view(&light.transform);
let spot_world_from_view = spot_world_from_view.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_clip_from_view(angle, light.shadow_map_near_z);
let mut first = false;
let base_array_layer = (num_directional_cascades_enabled + light_index) as u32;
let depth_attachment = directional_light_depth_attachments
.entry(base_array_layer)
.or_insert_with(|| {
first = true;
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),
usage: None,
aspect: TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer,
array_layer_count: Some(1u32),
},
);
DepthAttachment::new(depth_texture_view, Some(0.0))
})
.clone();
let light_view_entities = light_view_entities
.entry(entity)
.or_insert_with(|| vec![commands.spawn_empty().id()]);
let view_light_entity = light_view_entities[0];
let retained_view_entity =
RetainedViewEntity::new(*light_main_entity, Some(camera_main_entity.into()), 0);
commands.entity(view_light_entity).insert((
ShadowView {
depth_attachment,
pass_name: format!("shadow_spot_light_{light_index}"),
},
ExtractedView {
retained_view_entity,
viewport: UVec4::new(
0,
0,
directional_light_shadow_map.size as u32,
directional_light_shadow_map.size as u32,
),
world_from_view: spot_world_from_view,
clip_from_view: spot_projection,
clip_from_world: None,
hdr: false,
color_grading: Default::default(),
},
*spot_light_frustum.unwrap(),
LightEntity::Spot { light_entity },
));
if !matches!(gpu_preprocessing_mode, GpuPreprocessingMode::Culling) {
commands.entity(view_light_entity).insert(NoIndirectDrawing);
}
view_lights.push(view_light_entity);
if first {
shadow_render_phases
.prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode);
live_shadow_mapping_lights.insert(retained_view_entity);
}
}
for &(light_entity, _, _) in directional_lights
.iter()
.filter(|(_, _, light)| !light.render_layers.intersects(view_layers))
{
let Ok(mut light_view_entities) = light_view_entities.get_mut(light_entity) else {
continue;
};
if let Some(entities) = light_view_entities.remove(&entity) {
despawn_entities(&mut commands, entities);
}
}
let mut directional_depth_texture_array_index = 0u32;
for (light_index, &(light_entity, light_main_entity, light)) in directional_lights
.iter()
.filter(|(_, _, light)| light.render_layers.intersects(view_layers))
.enumerate()
.take(MAX_DIRECTIONAL_LIGHTS)
{
let Ok(mut light_view_entities) = light_view_entities.get_mut(light_entity) else {
continue;
};
let gpu_light = &mut gpu_lights.directional_lights[light_index];
if (gpu_light.flags & DirectionalLightFlags::SHADOWS_ENABLED.bits()) == 0u32 {
if let Some(entities) = light_view_entities.remove(&entity) {
despawn_entities(&mut commands, entities);
}
continue;
}
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);
let iter = cascades
.zip(frusta)
.zip(&light.cascade_shadow_config.bounds);
let light_view_entities = light_view_entities.entry(entity).or_insert_with(|| {
(0..iter.len())
.map(|_| commands.spawn_empty().id())
.collect()
});
if light_view_entities.len() != iter.len() {
let entities = core::mem::take(light_view_entities);
despawn_entities(&mut commands, entities);
light_view_entities.extend((0..iter.len()).map(|_| commands.spawn_empty().id()));
}
for (cascade_index, (((cascade, frustum), bound), view_light_entity)) in
iter.zip(light_view_entities.iter().copied()).enumerate()
{
gpu_lights.directional_lights[light_index].cascades[cascade_index] =
GpuDirectionalCascade {
clip_from_world: cascade.clip_from_world,
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),
usage: None,
aspect: TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: directional_depth_texture_array_index,
array_layer_count: Some(1u32),
});
let depth_attachment = DepthAttachment::new(depth_texture_view.clone(), Some(0.0));
directional_depth_texture_array_index += 1;
let mut frustum = *frustum;
frustum.half_spaces[4] =
HalfSpace::new(frustum.half_spaces[4].normal().extend(f32::INFINITY));
let retained_view_entity = RetainedViewEntity::new(
*light_main_entity,
Some(camera_main_entity.into()),
cascade_index as u32,
);
commands.entity(view_light_entity).insert((
ShadowView {
depth_attachment,
pass_name: format!(
"shadow_directional_light_{light_index}_cascade_{cascade_index}"
),
},
ExtractedView {
retained_view_entity,
viewport: UVec4::new(
0,
0,
directional_light_shadow_map.size as u32,
directional_light_shadow_map.size as u32,
),
world_from_view: GlobalTransform::from(cascade.world_from_cascade),
clip_from_view: cascade.clip_from_cascade,
clip_from_world: Some(cascade.clip_from_world),
hdr: false,
color_grading: Default::default(),
},
frustum,
LightEntity::Directional {
light_entity,
cascade_index,
},
));
if !matches!(gpu_preprocessing_mode, GpuPreprocessingMode::Culling) {
commands.entity(view_light_entity).insert(NoIndirectDrawing);
}
view_lights.push(view_light_entity);
if light.occlusion_culling {
commands.entity(view_light_entity).insert((
OcclusionCulling,
OcclusionCullingSubview {
depth_texture_view,
depth_texture_size: directional_light_shadow_map.size as u32,
},
));
view_occlusion_culling_lights.push(view_light_entity);
}
shadow_render_phases
.prepare_for_new_frame(retained_view_entity, gpu_preprocessing_mode);
live_shadow_mapping_lights.insert(retained_view_entity);
}
}
commands.entity(entity).insert((
ViewShadowBindings {
point_light_depth_texture: point_light_depth_texture.texture.clone(),
point_light_depth_texture_view: point_light_depth_texture_view.clone(),
directional_light_depth_texture: directional_light_depth_texture.texture.clone(),
directional_light_depth_texture_view: directional_light_depth_texture_view.clone(),
},
ViewLightEntities {
lights: view_lights,
},
ViewLightsUniformOffset {
offset: view_gpu_lights_writer.write(&gpu_lights),
},
));
if !view_occlusion_culling_lights.is_empty() {
commands
.entity(entity)
.insert(OcclusionCullingSubviewEntities(
view_occlusion_culling_lights,
));
}
}
for mut entities in &mut light_view_entities {
for (_, light_view_entities) in
entities.extract_if(|entity, _| !live_views.contains(entity))
{
despawn_entities(&mut commands, light_view_entities);
}
}
shadow_render_phases.retain(|entity, _| live_shadow_mapping_lights.contains(entity));
}
fn despawn_entities(commands: &mut Commands, entities: Vec<Entity>) {
if entities.is_empty() {
return;
}
commands.queue(move |world: &mut World| {
for entity in entities {
world.despawn(entity);
}
});
}
pub fn check_light_entities_needing_specialization<M: Material>(
needs_specialization: Query<Entity, (With<MeshMaterial3d<M>>, Changed<NotShadowCaster>)>,
mut entities_needing_specialization: ResMut<EntitiesNeedingSpecialization<M>>,
mut removed_components: RemovedComponents<NotShadowCaster>,
) {
for entity in &needs_specialization {
entities_needing_specialization.push(entity);
}
for removed in removed_components.read() {
entities_needing_specialization.entities.push(removed);
}
}
#[derive(Resource, Deref, DerefMut, Default, Debug, Clone)]
pub struct LightKeyCache(HashMap<RetainedViewEntity, MeshPipelineKey>);
#[derive(Resource, Deref, DerefMut, Default, Debug, Clone)]
pub struct LightSpecializationTicks(HashMap<RetainedViewEntity, Tick>);
#[derive(Resource, Deref, DerefMut, Default)]
pub struct SpecializedShadowMaterialPipelineCache {
#[deref]
map: HashMap<RetainedViewEntity, SpecializedShadowMaterialViewPipelineCache>,
}
#[derive(Deref, DerefMut, Default)]
pub struct SpecializedShadowMaterialViewPipelineCache {
#[deref]
map: MainEntityHashMap<(Tick, CachedRenderPipelineId)>,
}
pub fn check_views_lights_need_specialization(
view_lights: Query<&ViewLightEntities, With<ExtractedView>>,
view_light_entities: Query<(&LightEntity, &ExtractedView)>,
shadow_render_phases: Res<ViewBinnedRenderPhases<Shadow>>,
mut light_key_cache: ResMut<LightKeyCache>,
mut light_specialization_ticks: ResMut<LightSpecializationTicks>,
ticks: SystemChangeTick,
) {
for view_lights in &view_lights {
for view_light_entity in view_lights.lights.iter().copied() {
let Ok((light_entity, extracted_view_light)) =
view_light_entities.get(view_light_entity)
else {
continue;
};
if !shadow_render_phases.contains_key(&extracted_view_light.retained_view_entity) {
continue;
}
let is_directional_light = matches!(light_entity, LightEntity::Directional { .. });
let mut light_key = MeshPipelineKey::DEPTH_PREPASS;
light_key.set(MeshPipelineKey::UNCLIPPED_DEPTH_ORTHO, is_directional_light);
if let Some(current_key) =
light_key_cache.get_mut(&extracted_view_light.retained_view_entity)
{
if *current_key != light_key {
light_key_cache.insert(extracted_view_light.retained_view_entity, light_key);
light_specialization_ticks
.insert(extracted_view_light.retained_view_entity, ticks.this_run());
}
} else {
light_key_cache.insert(extracted_view_light.retained_view_entity, light_key);
light_specialization_ticks
.insert(extracted_view_light.retained_view_entity, ticks.this_run());
}
}
}
}
pub fn specialize_shadows(
prepass_pipeline: Res<PrepassPipeline>,
(render_meshes, render_mesh_instances, render_materials, render_material_instances): (
Res<RenderAssets<RenderMesh>>,
Res<RenderMeshInstances>,
Res<ErasedRenderAssets<PreparedMaterial>>,
Res<RenderMaterialInstances>,
),
shadow_render_phases: Res<ViewBinnedRenderPhases<Shadow>>,
mut pipelines: ResMut<SpecializedMeshPipelines<PrepassPipelineSpecializer>>,
pipeline_cache: Res<PipelineCache>,
render_lightmaps: Res<RenderLightmaps>,
view_lights: Query<(Entity, &ViewLightEntities), With<ExtractedView>>,
view_light_entities: Query<(&LightEntity, &ExtractedView)>,
point_light_entities: Query<&RenderCubemapVisibleEntities, With<ExtractedPointLight>>,
directional_light_entities: Query<
&RenderCascadesVisibleEntities,
With<ExtractedDirectionalLight>,
>,
spot_light_entities: Query<&RenderVisibleMeshEntities, With<ExtractedPointLight>>,
light_key_cache: Res<LightKeyCache>,
mut specialized_material_pipeline_cache: ResMut<SpecializedShadowMaterialPipelineCache>,
light_specialization_ticks: Res<LightSpecializationTicks>,
entity_specialization_ticks: Res<EntitySpecializationTicks>,
ticks: SystemChangeTick,
) {
let mut all_shadow_views: HashSet<RetainedViewEntity, FixedHasher> = HashSet::default();
for (entity, view_lights) in &view_lights {
for view_light_entity in view_lights.lights.iter().copied() {
let Ok((light_entity, extracted_view_light)) =
view_light_entities.get(view_light_entity)
else {
continue;
};
all_shadow_views.insert(extracted_view_light.retained_view_entity);
if !shadow_render_phases.contains_key(&extracted_view_light.retained_view_entity) {
continue;
}
let Some(light_key) = light_key_cache.get(&extracted_view_light.retained_view_entity)
else {
continue;
};
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"),
};
let view_tick = light_specialization_ticks
.get(&extracted_view_light.retained_view_entity)
.unwrap();
let view_specialized_material_pipeline_cache = specialized_material_pipeline_cache
.entry(extracted_view_light.retained_view_entity)
.or_default();
for (_, visible_entity) in visible_entities.iter().copied() {
let Some(material_instance) =
render_material_instances.instances.get(&visible_entity)
else {
continue;
};
let Some(mesh_instance) =
render_mesh_instances.render_mesh_queue_data(visible_entity)
else {
continue;
};
let entity_tick = entity_specialization_ticks.get(&visible_entity).unwrap();
let last_specialized_tick = view_specialized_material_pipeline_cache
.get(&visible_entity)
.map(|(tick, _)| *tick);
let needs_specialization = last_specialized_tick.is_none_or(|tick| {
view_tick.is_newer_than(tick, ticks.this_run())
|| entity_tick.is_newer_than(tick, ticks.this_run())
});
if !needs_specialization {
continue;
}
let Some(material) = render_materials.get(material_instance.asset_id) else {
continue;
};
if !material.properties.shadows_enabled {
continue;
}
if !mesh_instance
.flags
.contains(RenderMeshInstanceFlags::SHADOW_CASTER)
{
continue;
}
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
let mut mesh_key =
*light_key | MeshPipelineKey::from_bits_retain(mesh.key_bits.bits());
if render_lightmaps
.render_lightmaps
.contains_key(&visible_entity)
{
mesh_key |= MeshPipelineKey::LIGHTMAPPED;
}
mesh_key |= match material.properties.alpha_mode {
AlphaMode::Mask(_)
| AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::AlphaToCoverage => MeshPipelineKey::MAY_DISCARD,
_ => MeshPipelineKey::NONE,
};
let erased_key = ErasedMaterialPipelineKey {
mesh_key,
material_key: material.properties.material_key.clone(),
type_id: material_instance.asset_id.type_id(),
};
let material_pipeline_specializer = PrepassPipelineSpecializer {
pipeline: prepass_pipeline.clone(),
properties: material.properties.clone(),
};
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&material_pipeline_specializer,
erased_key,
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
continue;
}
};
view_specialized_material_pipeline_cache
.insert(visible_entity, (ticks.this_run(), pipeline_id));
}
}
}
specialized_material_pipeline_cache.retain(|view, _| all_shadow_views.contains(view));
}
pub fn queue_shadows(
render_mesh_instances: Res<RenderMeshInstances>,
render_materials: Res<ErasedRenderAssets<PreparedMaterial>>,
render_material_instances: Res<RenderMaterialInstances>,
mut shadow_render_phases: ResMut<ViewBinnedRenderPhases<Shadow>>,
gpu_preprocessing_support: Res<GpuPreprocessingSupport>,
mesh_allocator: Res<MeshAllocator>,
view_lights: Query<(Entity, &ViewLightEntities, Option<&RenderLayers>), With<ExtractedView>>,
view_light_entities: Query<(&LightEntity, &ExtractedView)>,
point_light_entities: Query<&RenderCubemapVisibleEntities, With<ExtractedPointLight>>,
directional_light_entities: Query<
&RenderCascadesVisibleEntities,
With<ExtractedDirectionalLight>,
>,
spot_light_entities: Query<&RenderVisibleMeshEntities, With<ExtractedPointLight>>,
specialized_material_pipeline_cache: Res<SpecializedShadowMaterialPipelineCache>,
) {
for (entity, view_lights, camera_layers) in &view_lights {
for view_light_entity in view_lights.lights.iter().copied() {
let Ok((light_entity, extracted_view_light)) =
view_light_entities.get(view_light_entity)
else {
continue;
};
let Some(shadow_phase) =
shadow_render_phases.get_mut(&extracted_view_light.retained_view_entity)
else {
continue;
};
let Some(view_specialized_material_pipeline_cache) =
specialized_material_pipeline_cache.get(&extracted_view_light.retained_view_entity)
else {
continue;
};
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, main_entity) in visible_entities.iter().copied() {
let Some((current_change_tick, pipeline_id)) =
view_specialized_material_pipeline_cache.get(&main_entity)
else {
continue;
};
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(main_entity)
else {
continue;
};
if !mesh_instance
.flags
.contains(RenderMeshInstanceFlags::SHADOW_CASTER)
{
continue;
}
let mesh_layers = mesh_instance
.shared
.render_layers
.as_ref()
.unwrap_or_default();
let camera_layers = camera_layers.unwrap_or_default();
if !camera_layers.intersects(mesh_layers) {
continue;
}
if shadow_phase.validate_cached_entity(main_entity, *current_change_tick) {
continue;
}
let Some(material_instance) = render_material_instances.instances.get(&main_entity)
else {
continue;
};
let Some(material) = render_materials.get(material_instance.asset_id) else {
continue;
};
let Some(draw_function) =
material.properties.get_draw_function(ShadowsDrawFunction)
else {
continue;
};
let (vertex_slab, index_slab) =
mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id);
let batch_set_key = ShadowBatchSetKey {
pipeline: *pipeline_id,
draw_function,
material_bind_group_index: Some(material.binding.group.0),
vertex_slab: vertex_slab.unwrap_or_default(),
index_slab,
};
shadow_phase.add(
batch_set_key,
ShadowBinKey {
asset_id: mesh_instance.mesh_asset_id.into(),
},
(entity, main_entity),
mesh_instance.current_uniform_index,
BinnedRenderPhaseType::mesh(
mesh_instance.should_batch(),
&gpu_preprocessing_support,
),
*current_change_tick,
);
}
}
}
}
pub struct Shadow {
pub batch_set_key: ShadowBatchSetKey,
pub bin_key: ShadowBinKey,
pub representative_entity: (Entity, MainEntity),
pub batch_range: Range<u32>,
pub extra_index: PhaseItemExtraIndex,
}
#[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct ShadowBatchSetKey {
pub pipeline: CachedRenderPipelineId,
pub draw_function: DrawFunctionId,
pub material_bind_group_index: Option<u32>,
pub vertex_slab: SlabId,
pub index_slab: Option<SlabId>,
}
impl PhaseItemBatchSetKey for ShadowBatchSetKey {
fn indexed(&self) -> bool {
self.index_slab.is_some()
}
}
#[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct ShadowBinKey {
pub asset_id: UntypedAssetId,
}
impl PhaseItem for Shadow {
#[inline]
fn entity(&self) -> Entity {
self.representative_entity.0
}
fn main_entity(&self) -> MainEntity {
self.representative_entity.1
}
#[inline]
fn draw_function(&self) -> DrawFunctionId {
self.batch_set_key.draw_function
}
#[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 extra_index(&self) -> PhaseItemExtraIndex {
self.extra_index.clone()
}
#[inline]
fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) {
(&mut self.batch_range, &mut self.extra_index)
}
}
impl BinnedPhaseItem for Shadow {
type BatchSetKey = ShadowBatchSetKey;
type BinKey = ShadowBinKey;
#[inline]
fn new(
batch_set_key: Self::BatchSetKey,
bin_key: Self::BinKey,
representative_entity: (Entity, MainEntity),
batch_range: Range<u32>,
extra_index: PhaseItemExtraIndex,
) -> Self {
Shadow {
batch_set_key,
bin_key,
representative_entity,
batch_range,
extra_index,
}
}
}
impl CachedRenderPipelinePhaseItem for Shadow {
#[inline]
fn cached_pipeline(&self) -> CachedRenderPipelineId {
self.batch_set_key.pipeline
}
}
#[derive(Deref, DerefMut)]
pub struct EarlyShadowPassNode(ShadowPassNode);
#[derive(Deref, DerefMut)]
pub struct LateShadowPassNode(ShadowPassNode);
pub struct ShadowPassNode {
main_view_query: QueryState<Read<ViewLightEntities>>,
view_light_query: QueryState<(Read<ShadowView>, Read<ExtractedView>, Has<OcclusionCulling>)>,
}
impl FromWorld for EarlyShadowPassNode {
fn from_world(world: &mut World) -> Self {
Self(ShadowPassNode::from_world(world))
}
}
impl FromWorld for LateShadowPassNode {
fn from_world(world: &mut World) -> Self {
Self(ShadowPassNode::from_world(world))
}
}
impl FromWorld for ShadowPassNode {
fn from_world(world: &mut World) -> Self {
Self {
main_view_query: QueryState::new(world),
view_light_query: QueryState::new(world),
}
}
}
impl Node for EarlyShadowPassNode {
fn update(&mut self, world: &mut World) {
self.0.update(world);
}
fn run<'w>(
&self,
graph: &mut RenderGraphContext,
render_context: &mut RenderContext<'w>,
world: &'w World,
) -> Result<(), NodeRunError> {
self.0.run(graph, render_context, world, false)
}
}
impl Node for LateShadowPassNode {
fn update(&mut self, world: &mut World) {
self.0.update(world);
}
fn run<'w>(
&self,
graph: &mut RenderGraphContext,
render_context: &mut RenderContext<'w>,
world: &'w World,
) -> Result<(), NodeRunError> {
self.0.run(graph, render_context, world, true)
}
}
impl 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,
is_late: bool,
) -> Result<(), NodeRunError> {
let Some(shadow_render_phases) = world.get_resource::<ViewBinnedRenderPhases<Shadow>>()
else {
return Ok(());
};
if let Ok(view_lights) = self.main_view_query.get_manual(world, graph.view_entity()) {
for view_light_entity in view_lights.lights.iter().copied() {
let Ok((view_light, extracted_light_view, occlusion_culling)) =
self.view_light_query.get_manual(world, view_light_entity)
else {
continue;
};
if is_late && !occlusion_culling {
continue;
}
let Some(shadow_phase) =
shadow_render_phases.get(&extracted_light_view.retained_view_entity)
else {
continue;
};
let depth_stencil_attachment =
Some(view_light.depth_attachment.get_attachment(StoreOp::Store));
let diagnostics = render_context.diagnostic_recorder();
render_context.add_command_buffer_generation_task(move |render_device| {
#[cfg(feature = "trace")]
let _shadow_pass_span = info_span!("", "{}", view_light.pass_name).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);
let pass_span =
diagnostics.pass_span(&mut render_pass, view_light.pass_name.clone());
if let Err(err) =
shadow_phase.render(&mut render_pass, world, view_light_entity)
{
error!("Error encountered while rendering the shadow phase {err:?}");
}
pass_span.end(&mut render_pass);
drop(render_pass);
command_encoder.finish()
});
}
}
Ok(())
}
}
fn point_or_spot_light_to_clusterable(point_light: &ExtractedPointLight) -> ClusterableObjectType {
match point_light.spot_light_angles {
Some((_, outer_angle)) => ClusterableObjectType::SpotLight {
outer_angle,
shadows_enabled: point_light.shadows_enabled,
volumetric: point_light.volumetric,
},
None => ClusterableObjectType::PointLight {
shadows_enabled: point_light.shadows_enabled,
volumetric: point_light.volumetric,
},
}
}