Move IrradianceVolume to bevy_light (#20000)

# Objective

- Reunite it with its family

## Solution

- Immigration

## Testing

- irradiance_volumes example
This commit is contained in:
atlv 2025-07-07 16:11:43 -04:00 committed by GitHub
parent e2810085a8
commit 75f49bd335
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5 changed files with 55 additions and 58 deletions

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@ -27,7 +27,7 @@ use cluster::{
mod ambient_light;
pub use ambient_light::AmbientLight;
mod probe;
pub use probe::{EnvironmentMapLight, LightProbe};
pub use probe::{EnvironmentMapLight, IrradianceVolume, LightProbe};
mod volumetric;
pub use volumetric::{FogVolume, VolumetricFog, VolumetricLight};
pub mod cascade;
@ -121,6 +121,7 @@ impl Plugin for LightPlugin {
.register_type::<PointLight>()
.register_type::<LightProbe>()
.register_type::<EnvironmentMapLight>()
.register_type::<IrradianceVolume>()
.register_type::<VolumetricFog>()
.register_type::<VolumetricLight>()
.register_type::<PointLightShadowMap>()

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@ -107,3 +107,50 @@ impl Default for EnvironmentMapLight {
}
}
}
/// The component that defines an irradiance volume.
///
/// See `bevy_pbr::irradiance_volume` for detailed information.
///
/// This component requires the [`LightProbe`] component, and is typically used with
/// [`bevy_transform::components::Transform`] to place the volume appropriately.
#[derive(Clone, Reflect, Component, Debug)]
#[reflect(Component, Default, Debug, Clone)]
#[require(LightProbe)]
pub struct IrradianceVolume {
/// The 3D texture that represents the ambient cubes, encoded in the format
/// described in `bevy_pbr::irradiance_volume`.
pub voxels: Handle<Image>,
/// Scale factor applied to the diffuse and specular light generated by this component.
///
/// After applying this multiplier, the resulting values should
/// be in units of [cd/m^2](https://en.wikipedia.org/wiki/Candela_per_square_metre).
///
/// See also <https://google.github.io/filament/Filament.html#lighting/imagebasedlights/iblunit>.
pub intensity: f32,
/// Whether the light from this irradiance volume has an effect on meshes
/// with lightmaps.
///
/// Set this to false if your lightmap baking tool bakes the light from this
/// irradiance volume into the lightmaps in order to avoid counting the
/// irradiance twice. Frequently, applications use irradiance volumes as a
/// lower-quality alternative to lightmaps for capturing indirect
/// illumination on dynamic objects, and such applications will want to set
/// this value to false.
///
/// By default, this is set to true.
pub affects_lightmapped_meshes: bool,
}
impl Default for IrradianceVolume {
#[inline]
fn default() -> Self {
IrradianceVolume {
voxels: Handle::default(),
intensity: 0.0,
affects_lightmapped_meshes: true,
}
}
}

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@ -51,9 +51,9 @@ use bevy_light::SimulationLightSystems;
pub use bevy_light::{
light_consts, AmbientLight, CascadeShadowConfig, CascadeShadowConfigBuilder, Cascades,
ClusteredDecal, DirectionalLight, DirectionalLightShadowMap, DirectionalLightTexture,
FogVolume, LightPlugin, LightProbe, NotShadowCaster, NotShadowReceiver, PointLight,
PointLightShadowMap, PointLightTexture, ShadowFilteringMethod, SpotLight, SpotLightTexture,
TransmittedShadowReceiver, VolumetricFog, VolumetricLight,
FogVolume, IrradianceVolume, LightPlugin, LightProbe, NotShadowCaster, NotShadowReceiver,
PointLight, PointLightShadowMap, PointLightTexture, ShadowFilteringMethod, SpotLight,
SpotLightTexture, TransmittedShadowReceiver, VolumetricFog, VolumetricLight,
};
pub use cluster::*;
pub use components::*;

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@ -133,9 +133,8 @@
//!
//! [Why ambient cubes?]: #why-ambient-cubes
use bevy_ecs::{component::Component, reflect::ReflectComponent};
use bevy_image::Image;
use bevy_light::LightProbe;
pub use bevy_light::IrradianceVolume;
use bevy_render::{
render_asset::RenderAssets,
render_resource::{
@ -145,11 +144,9 @@ use bevy_render::{
renderer::{RenderAdapter, RenderDevice},
texture::{FallbackImage, GpuImage},
};
use bevy_utils::default;
use core::{num::NonZero, ops::Deref};
use bevy_asset::{AssetId, Handle};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_asset::AssetId;
use crate::{
add_cubemap_texture_view, binding_arrays_are_usable, RenderViewLightProbes,
@ -163,53 +160,6 @@ use super::LightProbeComponent;
/// (see issue #11885).
pub(crate) const IRRADIANCE_VOLUMES_ARE_USABLE: bool = cfg!(not(target_arch = "wasm32"));
/// The component that defines an irradiance volume.
///
/// See [`crate::irradiance_volume`] for detailed information.
///
/// This component requires the [`LightProbe`] component, and is typically used with
/// [`bevy_transform::components::Transform`] to place the volume appropriately.
#[derive(Clone, Reflect, Component, Debug)]
#[reflect(Component, Default, Debug, Clone)]
#[require(LightProbe)]
pub struct IrradianceVolume {
/// The 3D texture that represents the ambient cubes, encoded in the format
/// described in [`crate::irradiance_volume`].
pub voxels: Handle<Image>,
/// Scale factor applied to the diffuse and specular light generated by this component.
///
/// After applying this multiplier, the resulting values should
/// be in units of [cd/m^2](https://en.wikipedia.org/wiki/Candela_per_square_metre).
///
/// See also <https://google.github.io/filament/Filament.html#lighting/imagebasedlights/iblunit>.
pub intensity: f32,
/// Whether the light from this irradiance volume has an effect on meshes
/// with lightmaps.
///
/// Set this to false if your lightmap baking tool bakes the light from this
/// irradiance volume into the lightmaps in order to avoid counting the
/// irradiance twice. Frequently, applications use irradiance volumes as a
/// lower-quality alternative to lightmaps for capturing indirect
/// illumination on dynamic objects, and such applications will want to set
/// this value to false.
///
/// By default, this is set to true.
pub affects_lightmapped_meshes: bool,
}
impl Default for IrradianceVolume {
#[inline]
fn default() -> Self {
IrradianceVolume {
voxels: default(),
intensity: 0.0,
affects_lightmapped_meshes: true,
}
}
}
/// All the bind group entries necessary for PBR shaders to access the
/// irradiance volumes exposed to a view.
pub(crate) enum RenderViewIrradianceVolumeBindGroupEntries<'a> {

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@ -288,8 +288,7 @@ impl Plugin for LightProbePlugin {
load_shader_library!(app, "environment_map.wgsl");
load_shader_library!(app, "irradiance_volume.wgsl");
app.register_type::<IrradianceVolume>()
.add_plugins(ExtractInstancesPlugin::<EnvironmentMapIds>::new());
app.add_plugins(ExtractInstancesPlugin::<EnvironmentMapIds>::new());
}
fn finish(&self, app: &mut App) {