Get lightmaps working in deferred rendering. (#16836)

A previous PR, #14599, attempted to enable lightmaps in deferred mode,
but it still used the `OpaqueNoLightmap3dBinKey`, which meant that it
would be broken if multiple lightmaps were used. This commit fixes that
issue, and allows bindless lightmaps to work with deferred rendering as
well.
This commit is contained in:
Patrick Walton 2024-12-26 17:13:05 -05:00 committed by GitHub
parent 78d2149503
commit 11c4339f45
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GPG Key ID: B5690EEEBB952194
4 changed files with 78 additions and 25 deletions

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@ -3,6 +3,7 @@ pub mod node;
use core::ops::Range;
use crate::core_3d::Opaque3dBinKey;
use crate::prepass::OpaqueNoLightmap3dBinKey;
use bevy_ecs::prelude::*;
use bevy_render::sync_world::MainEntity;
@ -25,7 +26,7 @@ pub const DEFERRED_LIGHTING_PASS_ID_DEPTH_FORMAT: TextureFormat = TextureFormat:
/// Used to render all 3D meshes with materials that have no transparency.
#[derive(PartialEq, Eq, Hash)]
pub struct Opaque3dDeferred {
pub key: OpaqueNoLightmap3dBinKey,
pub key: Opaque3dBinKey,
pub representative_entity: (Entity, MainEntity),
pub batch_range: Range<u32>,
pub extra_index: PhaseItemExtraIndex,
@ -68,7 +69,7 @@ impl PhaseItem for Opaque3dDeferred {
}
impl BinnedPhaseItem for Opaque3dDeferred {
type BinKey = OpaqueNoLightmap3dBinKey;
type BinKey = Opaque3dBinKey;
#[inline]
fn new(

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@ -2,8 +2,9 @@ mod prepass_bindings;
use crate::material_bind_groups::MaterialBindGroupAllocator;
use bevy_render::{
mesh::{Mesh3d, MeshVertexBufferLayoutRef, RenderMesh},
mesh::{allocator::MeshAllocator, Mesh3d, MeshVertexBufferLayoutRef, RenderMesh},
render_resource::binding_types::uniform_buffer,
renderer::RenderAdapter,
sync_world::RenderEntity,
view::{RenderVisibilityRanges, VISIBILITY_RANGES_STORAGE_BUFFER_COUNT},
};
@ -11,7 +12,10 @@ pub use prepass_bindings::*;
use bevy_asset::{load_internal_asset, AssetServer};
use bevy_core_pipeline::{
core_3d::CORE_3D_DEPTH_FORMAT, deferred::*, prelude::Camera3d, prepass::*,
core_3d::{Opaque3dBatchSetKey, Opaque3dBinKey, CORE_3D_DEPTH_FORMAT},
deferred::*,
prelude::Camera3d,
prepass::*,
};
use bevy_ecs::{
prelude::*,
@ -259,12 +263,18 @@ pub struct PrepassPipeline<M: Material> {
pub skins_use_uniform_buffers: bool,
pub depth_clip_control_supported: bool,
/// Whether binding arrays (a.k.a. bindless textures) are usable on the
/// current render device.
pub binding_arrays_are_usable: bool,
_marker: PhantomData<M>,
}
impl<M: Material> FromWorld for PrepassPipeline<M> {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let render_adapter = world.resource::<RenderAdapter>();
let asset_server = world.resource::<AssetServer>();
let visibility_ranges_buffer_binding_type = render_device
@ -352,6 +362,7 @@ impl<M: Material> FromWorld for PrepassPipeline<M> {
material_pipeline: world.resource::<MaterialPipeline<M>>().clone(),
skins_use_uniform_buffers: skin::skins_use_uniform_buffers(render_device),
depth_clip_control_supported,
binding_arrays_are_usable: binding_arrays_are_usable(render_device, render_adapter),
_marker: PhantomData,
}
}
@ -505,6 +516,10 @@ where
shader_defs.push("BINDLESS".into());
}
if self.binding_arrays_are_usable {
shader_defs.push("MULTIPLE_LIGHTMAPS_IN_ARRAY".into());
}
if key
.mesh_key
.contains(MeshPipelineKey::VISIBILITY_RANGE_DITHER)
@ -764,7 +779,10 @@ pub fn queue_prepass_material_meshes<M: Material>(
render_material_instances: Res<RenderMaterialInstances<M>>,
render_lightmaps: Res<RenderLightmaps>,
render_visibility_ranges: Res<RenderVisibilityRanges>,
material_bind_group_allocator: Res<MaterialBindGroupAllocator<M>>,
(mesh_allocator, material_bind_group_allocator): (
Res<MeshAllocator>,
Res<MaterialBindGroupAllocator<M>>,
),
mut opaque_prepass_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dPrepass>>,
mut alpha_mask_prepass_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dPrepass>>,
mut opaque_deferred_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dDeferred>>,
@ -893,15 +911,11 @@ pub fn queue_prepass_material_meshes<M: Material>(
mesh_key |= MeshPipelineKey::DEFERRED_PREPASS;
}
// Even though we don't use the lightmap in the prepass, the
// `SetMeshBindGroup` render command will bind the data for it. So
// we need to include the appropriate flag in the mesh pipeline key
// to ensure that the necessary bind group layout entries are
// present.
if render_lightmaps
let lightmap_slab_index = render_lightmaps
.render_lightmaps
.contains_key(visible_entity)
{
.get(visible_entity)
.map(|lightmap| lightmap.slab_index);
if lightmap_slab_index.is_some() {
mesh_key |= MeshPipelineKey::LIGHTMAPPED;
}
@ -949,12 +963,18 @@ pub fn queue_prepass_material_meshes<M: Material>(
{
MeshPipelineKey::BLEND_OPAQUE | MeshPipelineKey::BLEND_ALPHA_TO_COVERAGE => {
if deferred {
let (vertex_slab, index_slab) =
mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id);
opaque_deferred_phase.as_mut().unwrap().add(
OpaqueNoLightmap3dBinKey {
batch_set_key: OpaqueNoLightmap3dBatchSetKey {
Opaque3dBinKey {
batch_set_key: Opaque3dBatchSetKey {
draw_function: opaque_draw_deferred,
pipeline: pipeline_id,
material_bind_group_index: Some(material.binding.group.0),
vertex_slab: vertex_slab.unwrap_or_default(),
index_slab,
lightmap_slab: lightmap_slab_index
.map(|lightmap_slab_index| *lightmap_slab_index),
},
asset_id: mesh_instance.mesh_asset_id.into(),
},

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@ -37,8 +37,8 @@ use bevy_render::{
renderer::{RenderAdapter, RenderDevice, RenderQueue},
texture::DefaultImageSampler,
view::{
prepare_view_targets, NoFrustumCulling, NoIndirectDrawing, RenderVisibilityRanges,
ViewTarget, ViewUniformOffset, ViewVisibility, VisibilityRange,
NoFrustumCulling, NoIndirectDrawing, RenderVisibilityRanges, ViewTarget, ViewUniformOffset,
ViewVisibility, VisibilityRange,
},
Extract,
};
@ -221,8 +221,7 @@ impl Plugin for MeshRenderPlugin {
gpu_preprocessing::write_batched_instance_buffers::<MeshPipeline>
.in_set(RenderSet::PrepareResourcesFlush),
gpu_preprocessing::delete_old_work_item_buffers::<MeshPipeline>
.in_set(RenderSet::ManageViews)
.after(prepare_view_targets),
.in_set(RenderSet::PrepareResources),
collect_meshes_for_gpu_building
.in_set(RenderSet::PrepareAssets)
.after(allocator::allocate_and_free_meshes)

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@ -1,25 +1,58 @@
//! Rendering a scene with baked lightmaps.
use bevy::{pbr::Lightmap, prelude::*};
use argh::FromArgs;
use bevy::{
core_pipeline::prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass},
pbr::{DefaultOpaqueRendererMethod, Lightmap},
prelude::*,
};
/// Demonstrates lightmaps
#[derive(FromArgs, Resource)]
struct Args {
/// enables deferred shading
#[argh(switch)]
deferred: bool,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight::NONE)
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args: Args = Args::from_args(&[], &[]).unwrap();
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight::NONE);
if args.deferred {
app.insert_resource(DefaultOpaqueRendererMethod::deferred());
}
app.insert_resource(args)
.add_systems(Startup, setup)
.add_systems(Update, add_lightmaps_to_meshes)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/CornellBox/CornellBox.glb"),
)));
commands.spawn((
let mut camera = commands.spawn((
Camera3d::default(),
Transform::from_xyz(-278.0, 273.0, 800.0),
));
if args.deferred {
camera.insert((
DepthPrepass,
MotionVectorPrepass,
DeferredPrepass,
Msaa::Off,
));
}
}
fn add_lightmaps_to_meshes(