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Author SHA1 Message Date
Patrick Walton
bf3692a011
Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. (#16761)
This PR adds support for *mixed lighting* to Bevy, whereby some parts of
the scene are lightmapped, while others take part in real-time lighting.
(Here *real-time lighting* means lighting at runtime via the PBR shader,
as opposed to precomputed light using lightmaps.) It does so by adding a
new field, `affects_lightmapped_meshes` to `IrradianceVolume` and
`AmbientLight`, and a corresponding field
`affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`,
`SpotLight`, and `EnvironmentMapLight`. By default, this value is set to
true; when set to false, the light contributes nothing to the diffuse
irradiance component to meshes with lightmaps.

Note that specular light is unaffected. This is because the correct way
to bake specular lighting is *directional lightmaps*, which we have no
support for yet.

There are two general ways I expect this field to be used:

1. When diffuse indirect light is baked into lightmaps, irradiance
volumes and reflection probes shouldn't contribute any diffuse light to
the static geometry that has a lightmap. That's because the baking tool
should have already accounted for it, and in a higher-quality fashion,
as lightmaps typically offer a higher effective texture resolution than
the light probe does.

2. When direct diffuse light is baked into a lightmap, punctual lights
shouldn't contribute any diffuse light to static geometry with a
lightmap, to avoid double-counting. It may seem odd to bake *direct*
light into a lightmap, as opposed to indirect light. But there is a use
case: in a scene with many lights, avoiding light leaks requires shadow
mapping, which quickly becomes prohibitive when many lights are
involved. Baking lightmaps allows light leaks to be eliminated on static
geometry.

A new example, `mixed_lighting`, has been added. It demonstrates a sofa
(model from the [glTF Sample Assets]) that has been lightmapped offline
using [Bakery]. It has four modes:

1. In *baked* mode, all objects are locked in place, and all the diffuse
direct and indirect light has been calculated ahead of time. Note that
the bottom of the sphere has a red tint from the sofa, illustrating that
the baking tool captured indirect light for it.

2. In *mixed direct* mode, lightmaps capturing diffuse direct and
indirect light have been pre-calculated for the static objects, but the
dynamic sphere has real-time lighting. Note that, because the diffuse
lighting has been entirely pre-calculated for the scenery, the dynamic
sphere casts no shadow. In a real app, you would typically use real-time
lighting for the most important light so that dynamic objects can shadow
the scenery and relegate baked lighting to the less important lights for
which shadows aren't as important. Also note that there is no red tint
on the sphere, because there is no global illumination applied to it. In
an actual game, you could fix this problem by supplementing the
lightmapped objects with an irradiance volume.

3. In *mixed indirect* mode, all direct light is calculated in
real-time, and the static objects have pre-calculated indirect lighting.
This corresponds to the mode that most applications are expected to use.
Because direct light on the scenery is computed dynamically, shadows are
fully supported. As in mixed direct mode, there is no global
illumination on the sphere; in a real application, irradiance volumes
could be used to supplement the lightmaps.

4. In *real-time* mode, no lightmaps are used at all, and all punctual
lights are rendered in real-time. No global illumination exists.

In the example, you can click around to move the sphere, unless you're
in baked mode, in which case the sphere must be locked in place to be
lit correctly.

## Showcase

Baked mode:
![Screenshot 2024-12-13
112926](https://github.com/user-attachments/assets/cc00d84e-abd7-4117-97e9-17267d815c6a)

Mixed direct mode:
![Screenshot 2024-12-13
112933](https://github.com/user-attachments/assets/49997305-349a-4f6a-b451-8cccbb469889)

Mixed indirect mode (default):
![Screenshot 2024-12-13
112939](https://github.com/user-attachments/assets/0f4f6d8a-998f-474b-9fa5-fe4c212c921c)

Real-time mode:
![Screenshot 2024-12-13
112944](https://github.com/user-attachments/assets/fdbc4535-d902-4ba0-bfbc-f5c7b723fac8)

## Migration guide

* The `AmbientLight` resource, the `IrradianceVolume` component, and the
`EnvironmentMapLight` component now have `affects_lightmapped_meshes`
fields. If you don't need to use that field (for example, if you aren't
using lightmaps), you can safely set the field to true.
* `DirectionalLight`, `PointLight`, and `SpotLight` now have
`affects_lightmapped_mesh_diffuse` fields. If you don't need to use that
field (for example, if you aren't using lightmaps), you can safely set
the field to true.

[glTF Sample Assets]:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main

[Bakery]:
https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper
2024-12-16 23:48:33 +00:00
Patrick Walton
b7bcd313ca
Cluster light probes using conservative spherical bounds. (#13746)
This commit allows the Bevy renderer to use the clustering
infrastructure for light probes (reflection probes and irradiance
volumes) on platforms where at least 3 storage buffers are available. On
such platforms (the vast majority), we stop performing brute-force
searches of light probes for each fragment and instead only search the
light probes with bounding spheres that intersect the current cluster.
This should dramatically improve scalability of irradiance volumes and
reflection probes.

The primary platform that doesn't support 3 storage buffers is WebGL 2,
and we continue using a brute-force search of light probes on that
platform, as the UBO that stores per-cluster indices is too small to fit
the light probe counts. Note, however, that that platform also doesn't
support bindless textures (indeed, it would be very odd for a platform
to support bindless textures but not SSBOs), so we only support one of
each type of light probe per drawcall there in the first place.
Consequently, this isn't a performance problem, as the search will only
have one light probe to consider. (In fact, clustering would probably
end up being a performance loss.)

Known potential improvements include:

1. We currently cull based on a conservative bounding sphere test and
not based on the oriented bounding box (OBB) of the light probe. This is
improvable, but in the interests of simplicity, I opted to keep the
bounding sphere test for now. The OBB improvement can be a follow-up.

2. This patch doesn't change the fact that each fragment only takes a
single light probe into account. Typical light probe implementations
detect the case in which multiple light probes cover the current
fragment and perform some sort of weighted blend between them. As the
light probe fetch function presently returns only a single light probe,
implementing that feature would require more code restructuring, so I
left it out for now. It can be added as a follow-up.

3. Light probe implementations typically have a falloff range. Although
this is a wanted feature in Bevy, this particular commit also doesn't
implement that feature, as it's out of scope.

4. This commit doesn't raise the maximum number of light probes past its
current value of 8 for each type. This should be addressed later, but
would possibly require more bindings on platforms with storage buffers,
which would increase this patch's complexity. Even without raising the
limit, this patch should constitute a significant performance
improvement for scenes that get anywhere close to this limit. In the
interest of keeping this patch small, I opted to leave raising the limit
to a follow-up.

## Changelog

### Changed

* Light probes (reflection probes and irradiance volumes) are now
clustered on most platforms, improving performance when many light
probes are present.

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-05 13:07:10 +00:00
Ricky Taylor
9b9d3d81cb
Normalise matrix naming (#13489)
# Objective
- Fixes #10909
- Fixes #8492

## Solution
- Name all matrices `x_from_y`, for example `world_from_view`.

## Testing
- I've tested most of the 3D examples. The `lighting` example
particularly should hit a lot of the changes and appears to run fine.

---

## Changelog
- Renamed matrices across the engine to follow a `y_from_x` naming,
making the space conversion more obvious.

## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
Patrick Walton
3058c17d6a
Disable irradiance volumes on WebGL and WebGPU. (#11909)
They cause the number of texture bindings to overflow on those
platforms. Ultimately, we shouldn't unconditionally disable them, but
this fixes a crash blocking 0.13.

Closes #11885.
2024-02-17 01:49:46 +00:00
François
9a2ce8e31b
irradiance: use textureSampleLevel for WebGPU support (#11893)
# Objective

- Fixes #11879 

## Solution

- Use `textureSampleLevel` instead of `textureSample`

Co-authored-by: Griffin <33357138+DGriffin91@users.noreply.github.com>
2024-02-16 13:35:16 +00:00
Patrick Walton
b6945e5332
Stop copying the light probe array to the stack in the shader. (#11805)
This was causing a severe performance regression when light probes were
enabled.

Fixes #11787.
2024-02-10 15:47:29 +00:00
Patrick Walton
4c15dd0fc5
Implement irradiance volumes. (#10268)
# Objective

Bevy could benefit from *irradiance volumes*, also known as *voxel
global illumination* or simply as light probes (though this term is not
preferred, as multiple techniques can be called light probes).
Irradiance volumes are a form of baked global illumination; they work by
sampling the light at the centers of each voxel within a cuboid. At
runtime, the voxels surrounding the fragment center are sampled and
interpolated to produce indirect diffuse illumination.

## Solution

This is divided into two sections. The first is copied and pasted from
the irradiance volume module documentation and describes the technique.
The second part consists of notes on the implementation.

### Overview

An *irradiance volume* is a cuboid voxel region consisting of
regularly-spaced precomputed samples of diffuse indirect light. They're
ideal if you have a dynamic object such as a character that can move
about
static non-moving geometry such as a level in a game, and you want that
dynamic object to be affected by the light bouncing off that static
geometry.

To use irradiance volumes, you need to precompute, or *bake*, the
indirect
light in your scene. Bevy doesn't currently come with a way to do this.
Fortunately, [Blender] provides a [baking tool] as part of the Eevee
renderer, and its irradiance volumes are compatible with those used by
Bevy.
The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that
can
extract the baked irradiance volumes from the Blender `.blend` file and
package them up into a `.ktx2` texture for use by the engine. See the
documentation in the `bevy-baked-gi` project for more details as to this
workflow.

Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that
can
be arbitrarily scaled, rotated, and positioned in a scene with the
[`bevy_transform::components::Transform`] component. The 3D voxel grid
will
be stretched to fill the interior of the cube, and the illumination from
the
irradiance volume will apply to all fragments within that bounding
region.

Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used
in
*Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color
of
light from the six 3D cardinal directions and blend the sides together
according to the surface normal.

The primary reason for choosing ambient cubes is to match Blender, so
that
its Eevee renderer can be used for baking. However, they also have some
advantages over the common second-order spherical harmonics approach:
ambient cubes don't suffer from ringing artifacts, they are smaller (6
colors for ambient cubes as opposed to 9 for spherical harmonics), and
evaluation is faster. A smaller basis allows for a denser grid of voxels
with the same storage requirements.

If you wish to use a tool other than `export-blender-gi` to produce the
irradiance volumes, you'll need to pack the irradiance volumes in the
following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is
expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The
unnormalized
texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)*
with
side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows:

```text
s = x

t = y + ⎰  0 if S ∈ {-X, -Y, -Z}
        ⎱ Ry if S ∈ {+X, +Y, +Z}

        ⎧   0 if S ∈ {-X, +X}
p = z + ⎨  Rz if S ∈ {-Y, +Y}
        ⎩ 2Rz if S ∈ {-Z, +Z}
```

Visually, in a left-handed coordinate system with Y up, viewed from the
right, the 3D texture looks like a stacked series of voxel grids, one
for
each cube side, in this order:

| **+X** | **+Y** | **+Z** |
| ------ | ------ | ------ |
| **-X** | **-Y** | **-Z** |

A terminology note: Other engines may refer to irradiance volumes as
*voxel
global illumination*, *VXGI*, or simply as *light probes*. Sometimes
*light
probe* refers to what Bevy calls a reflection probe. In Bevy, *light
probe*
is a generic term that encompasses all cuboid bounding regions that
capture
indirect illumination, whether based on voxels or not.

Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL
2),
then only the closest irradiance volume to the view will be taken into
account during rendering.

[*ambient cubes*]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf

[Mitchell 2006]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf

[Blender]: http://blender.org/

[baking tool]:
https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html

[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi

### Implementation notes

This patch generalizes light probes so as to reuse as much code as
possible between irradiance volumes and the existing reflection probes.
This approach was chosen because both techniques share numerous
similarities:

1. Both irradiance volumes and reflection probes are cuboid bounding
regions.
2. Both are responsible for providing baked indirect light.
3. Both techniques involve presenting a variable number of textures to
the shader from which indirect light is sampled. (In the current
implementation, this uses binding arrays.)
4. Both irradiance volumes and reflection probes require gathering and
sorting probes by distance on CPU.
5. Both techniques require the GPU to search through a list of bounding
regions.
6. Both will eventually want to have falloff so that we can smoothly
blend as objects enter and exit the probes' influence ranges. (This is
not implemented yet to keep this patch relatively small and reviewable.)

To do this, we generalize most of the methods in the reflection probes
patch #11366 to be generic over a trait, `LightProbeComponent`. This
trait is implemented by both `EnvironmentMapLight` (for reflection
probes) and `IrradianceVolume` (for irradiance volumes). Using a trait
will allow us to add more types of light probes in the future. In
particular, I highly suspect we will want real-time reflection planes
for mirrors in the future, which can be easily slotted into this
framework.

## Changelog

> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.

### Added
* A new `IrradianceVolume` asset type is available for baked voxelized
light probes. You can bake the global illumination using Blender or
another tool of your choice and use it in Bevy to apply indirect
illumination to dynamic objects.
2024-02-06 23:23:20 +00:00