use bevy_ecs::entity::EntityHashMap; use bevy_ecs::prelude::*; use bevy_math::{Mat4, Vec3A, Vec4}; use bevy_reflect::prelude::*; use bevy_render::{ camera::{Camera, CameraProjection}, extract_component::ExtractComponent, extract_resource::ExtractResource, mesh::Mesh, primitives::{Aabb, CascadesFrusta, CubemapFrusta, Frustum, Sphere}, view::{ InheritedVisibility, RenderLayers, ViewVisibility, VisibilityRange, VisibleEntities, VisibleEntityRanges, WithMesh, }, }; use bevy_transform::components::{GlobalTransform, Transform}; use crate::*; mod ambient_light; pub use ambient_light::AmbientLight; mod point_light; pub use point_light::PointLight; mod spot_light; pub use spot_light::SpotLight; mod directional_light; pub use directional_light::DirectionalLight; /// Constants for operating with the light units: lumens, and lux. pub mod light_consts { /// Approximations for converting the wattage of lamps to lumens. /// /// The **lumen** (symbol: **lm**) is the unit of [luminous flux], a measure /// of the total quantity of [visible light] emitted by a source per unit of /// time, in the [International System of Units] (SI). /// /// For more information, see [wikipedia](https://en.wikipedia.org/wiki/Lumen_(unit)) /// /// [luminous flux]: https://en.wikipedia.org/wiki/Luminous_flux /// [visible light]: https://en.wikipedia.org/wiki/Visible_light /// [International System of Units]: https://en.wikipedia.org/wiki/International_System_of_Units 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; } /// Predefined for lux values in several locations. /// /// The **lux** (symbol: **lx**) is the unit of [illuminance], or [luminous flux] per unit area, /// in the [International System of Units] (SI). It is equal to one lumen per square metre. /// /// For more information, see [wikipedia](https://en.wikipedia.org/wiki/Lux) /// /// [illuminance]: https://en.wikipedia.org/wiki/Illuminance /// [luminous flux]: https://en.wikipedia.org/wiki/Luminous_flux /// [International System of Units]: https://en.wikipedia.org/wiki/International_System_of_Units pub mod lux { /// The amount of light (lux) in a moonless, overcast night sky. (starlight) pub const MOONLESS_NIGHT: f32 = 0.0001; /// The amount of light (lux) during a full moon on a clear night. pub const FULL_MOON_NIGHT: f32 = 0.05; /// The amount of light (lux) during the dark limit of civil twilight under a clear sky. pub const CIVIL_TWILIGHT: f32 = 3.4; /// The amount of light (lux) in family living room lights. pub const LIVING_ROOM: f32 = 50.; /// The amount of light (lux) in an office building's hallway/toilet lighting. pub const HALLWAY: f32 = 80.; /// The amount of light (lux) in very dark overcast day pub const DARK_OVERCAST_DAY: f32 = 100.; /// The amount of light (lux) in an office. pub const OFFICE: f32 = 320.; /// The amount of light (lux) during sunrise or sunset on a clear day. pub const CLEAR_SUNRISE: f32 = 400.; /// The amount of light (lux) on a overcast day; typical TV studio lighting pub const OVERCAST_DAY: f32 = 1000.; /// The amount of light (lux) from ambient daylight (not direct sunlight). pub const AMBIENT_DAYLIGHT: f32 = 10_000.; /// The amount of light (lux) in full daylight (not direct sun). pub const FULL_DAYLIGHT: f32 = 20_000.; /// The amount of light (lux) in direct sunlight. pub const DIRECT_SUNLIGHT: f32 = 100_000.; } } #[derive(Resource, Clone, Debug, Reflect)] #[reflect(Resource)] pub struct PointLightShadowMap { pub size: usize, } impl Default for PointLightShadowMap { fn default() -> Self { Self { size: 1024 } } } /// A convenient alias for `Or<(With, With, /// With)>`, for use with [`VisibleEntities`]. pub type WithLight = Or<(With, With, With)>; /// Controls the resolution of [`DirectionalLight`] shadow maps. #[derive(Resource, Clone, Debug, Reflect)] #[reflect(Resource)] pub struct DirectionalLightShadowMap { pub size: usize, } impl Default for DirectionalLightShadowMap { fn default() -> Self { Self { size: 2048 } } } /// Controls how cascaded shadow mapping works. /// Prefer using [`CascadeShadowConfigBuilder`] to construct an instance. /// /// ``` /// # use bevy_pbr::CascadeShadowConfig; /// # use bevy_pbr::CascadeShadowConfigBuilder; /// # use bevy_utils::default; /// # /// let config: CascadeShadowConfig = CascadeShadowConfigBuilder { /// maximum_distance: 100.0, /// ..default() /// }.into(); /// ``` #[derive(Component, Clone, Debug, Reflect)] #[reflect(Component, Default)] pub struct CascadeShadowConfig { /// The (positive) distance to the far boundary of each cascade. pub bounds: Vec, /// The proportion of overlap each cascade has with the previous cascade. pub overlap_proportion: f32, /// The (positive) distance to the near boundary of the first cascade. pub minimum_distance: f32, } impl Default for CascadeShadowConfig { fn default() -> Self { CascadeShadowConfigBuilder::default().into() } } fn calculate_cascade_bounds( num_cascades: usize, nearest_bound: f32, shadow_maximum_distance: f32, ) -> Vec { if num_cascades == 1 { return vec![shadow_maximum_distance]; } let base = (shadow_maximum_distance / nearest_bound).powf(1.0 / (num_cascades - 1) as f32); (0..num_cascades) .map(|i| nearest_bound * base.powf(i as f32)) .collect() } /// Builder for [`CascadeShadowConfig`]. pub struct CascadeShadowConfigBuilder { /// The number of shadow cascades. /// More cascades increases shadow quality by mitigating perspective aliasing - a phenomenon where areas /// nearer the camera are covered by fewer shadow map texels than areas further from the camera, causing /// blocky looking shadows. /// /// This does come at the cost increased rendering overhead, however this overhead is still less /// than if you were to use fewer cascades and much larger shadow map textures to achieve the /// same quality level. /// /// In case rendered geometry covers a relatively narrow and static depth relative to camera, it may /// make more sense to use fewer cascades and a higher resolution shadow map texture as perspective aliasing /// is not as much an issue. Be sure to adjust `minimum_distance` and `maximum_distance` appropriately. pub num_cascades: usize, /// The minimum shadow distance, which can help improve the texel resolution of the first cascade. /// Areas nearer to the camera than this will likely receive no shadows. /// /// NOTE: Due to implementation details, this usually does not impact shadow quality as much as /// `first_cascade_far_bound` and `maximum_distance`. At many view frustum field-of-views, the /// texel resolution of the first cascade is dominated by the width / height of the view frustum plane /// at `first_cascade_far_bound` rather than the depth of the frustum from `minimum_distance` to /// `first_cascade_far_bound`. pub minimum_distance: f32, /// The maximum shadow distance. /// Areas further from the camera than this will likely receive no shadows. pub maximum_distance: f32, /// Sets the far bound of the first cascade, relative to the view origin. /// In-between cascades will be exponentially spaced relative to the maximum shadow distance. /// NOTE: This is ignored if there is only one cascade, the maximum distance takes precedence. pub first_cascade_far_bound: f32, /// Sets the overlap proportion between cascades. /// The overlap is used to make the transition from one cascade's shadow map to the next /// less abrupt by blending between both shadow maps. pub overlap_proportion: f32, } impl CascadeShadowConfigBuilder { /// Returns the cascade config as specified by this builder. pub fn build(&self) -> CascadeShadowConfig { assert!( self.num_cascades > 0, "num_cascades must be positive, but was {}", self.num_cascades ); assert!( self.minimum_distance >= 0.0, "maximum_distance must be non-negative, but was {}", self.minimum_distance ); assert!( self.num_cascades == 1 || self.minimum_distance < self.first_cascade_far_bound, "minimum_distance must be less than first_cascade_far_bound, but was {}", self.minimum_distance ); assert!( self.maximum_distance > self.minimum_distance, "maximum_distance must be greater than minimum_distance, but was {}", self.maximum_distance ); assert!( (0.0..1.0).contains(&self.overlap_proportion), "overlap_proportion must be in [0.0, 1.0) but was {}", self.overlap_proportion ); CascadeShadowConfig { bounds: calculate_cascade_bounds( self.num_cascades, self.first_cascade_far_bound, self.maximum_distance, ), overlap_proportion: self.overlap_proportion, minimum_distance: self.minimum_distance, } } } impl Default for CascadeShadowConfigBuilder { fn default() -> Self { if cfg!(all( feature = "webgl", target_arch = "wasm32", not(feature = "webgpu") )) { // Currently only support one cascade in webgl. Self { num_cascades: 1, minimum_distance: 0.1, maximum_distance: 100.0, first_cascade_far_bound: 5.0, overlap_proportion: 0.2, } } else { Self { num_cascades: 4, minimum_distance: 0.1, maximum_distance: 1000.0, first_cascade_far_bound: 5.0, overlap_proportion: 0.2, } } } } impl From for CascadeShadowConfig { fn from(builder: CascadeShadowConfigBuilder) -> Self { builder.build() } } #[derive(Component, Clone, Debug, Default, Reflect)] #[reflect(Component)] pub struct Cascades { /// Map from a view to the configuration of each of its [`Cascade`]s. pub(crate) cascades: EntityHashMap>, } #[derive(Clone, Debug, Default, Reflect)] pub struct Cascade { /// The transform of the light, i.e. the view to world matrix. pub(crate) view_transform: Mat4, /// The orthographic projection for this cascade. pub(crate) projection: Mat4, /// The view-projection matrix for this cascade, converting world space into light clip space. /// Importantly, this is derived and stored separately from `view_transform` and `projection` to /// ensure shadow stability. pub(crate) view_projection: Mat4, /// Size of each shadow map texel in world units. pub(crate) texel_size: f32, } pub fn clear_directional_light_cascades(mut lights: Query<(&DirectionalLight, &mut Cascades)>) { for (directional_light, mut cascades) in lights.iter_mut() { if !directional_light.shadows_enabled { continue; } cascades.cascades.clear(); } } pub fn build_directional_light_cascades( directional_light_shadow_map: Res, views: Query<(Entity, &GlobalTransform, &P, &Camera)>, mut lights: Query<( &GlobalTransform, &DirectionalLight, &CascadeShadowConfig, &mut Cascades, )>, ) { let views = views .iter() .filter_map(|(entity, transform, projection, camera)| { if camera.is_active { Some((entity, projection, transform.compute_matrix())) } else { None } }) .collect::>(); for (transform, directional_light, cascades_config, mut cascades) in &mut lights { if !directional_light.shadows_enabled { continue; } // It is very important to the numerical and thus visual stability of shadows that // light_to_world has orthogonal upper-left 3x3 and zero translation. // Even though only the direction (i.e. rotation) of the light matters, we don't constrain // users to not change any other aspects of the transform - there's no guarantee // `transform.compute_matrix()` will give us a matrix with our desired properties. // Instead, we directly create a good matrix from just the rotation. let light_to_world = Mat4::from_quat(transform.compute_transform().rotation); let light_to_world_inverse = light_to_world.inverse(); for (view_entity, projection, view_to_world) in views.iter().copied() { let camera_to_light_view = light_to_world_inverse * view_to_world; let view_cascades = cascades_config .bounds .iter() .enumerate() .map(|(idx, far_bound)| { // Negate bounds as -z is camera forward direction. let z_near = if idx > 0 { (1.0 - cascades_config.overlap_proportion) * -cascades_config.bounds[idx - 1] } else { -cascades_config.minimum_distance }; let z_far = -far_bound; let corners = projection.get_frustum_corners(z_near, z_far); calculate_cascade( corners, directional_light_shadow_map.size as f32, light_to_world, camera_to_light_view, ) }) .collect(); cascades.cascades.insert(view_entity, view_cascades); } } } /// Returns a [`Cascade`] for the frustum defined by `frustum_corners`. /// The corner vertices should be specified in the following order: /// first the bottom right, top right, top left, bottom left for the near plane, then similar for the far plane. fn calculate_cascade( frustum_corners: [Vec3A; 8], cascade_texture_size: f32, light_to_world: Mat4, camera_to_light: Mat4, ) -> Cascade { let mut min = Vec3A::splat(f32::MAX); let mut max = Vec3A::splat(f32::MIN); for corner_camera_view in frustum_corners { let corner_light_view = camera_to_light.transform_point3a(corner_camera_view); min = min.min(corner_light_view); max = max.max(corner_light_view); } // NOTE: Use the larger of the frustum slice far plane diagonal and body diagonal lengths as this // will be the maximum possible projection size. Use the ceiling to get an integer which is // very important for floating point stability later. It is also important that these are // calculated using the original camera space corner positions for floating point precision // as even though the lengths using corner_light_view above should be the same, precision can // introduce small but significant differences. // NOTE: The size remains the same unless the view frustum or cascade configuration is modified. let cascade_diameter = (frustum_corners[0] - frustum_corners[6]) .length() .max((frustum_corners[4] - frustum_corners[6]).length()) .ceil(); // NOTE: If we ensure that cascade_texture_size is a power of 2, then as we made cascade_diameter an // integer, cascade_texel_size is then an integer multiple of a power of 2 and can be // exactly represented in a floating point value. let cascade_texel_size = cascade_diameter / cascade_texture_size; // NOTE: For shadow stability it is very important that the near_plane_center is at integer // multiples of the texel size to be exactly representable in a floating point value. let near_plane_center = Vec3A::new( (0.5 * (min.x + max.x) / cascade_texel_size).floor() * cascade_texel_size, (0.5 * (min.y + max.y) / cascade_texel_size).floor() * cascade_texel_size, // NOTE: max.z is the near plane for right-handed y-up max.z, ); // It is critical for `world_to_cascade` to be stable. So rather than forming `cascade_to_world` // and inverting it, which risks instability due to numerical precision, we directly form // `world_to_cascade` as the reference material suggests. let light_to_world_transpose = light_to_world.transpose(); let world_to_cascade = Mat4::from_cols( light_to_world_transpose.x_axis, light_to_world_transpose.y_axis, light_to_world_transpose.z_axis, (-near_plane_center).extend(1.0), ); // Right-handed orthographic projection, centered at `near_plane_center`. // NOTE: This is different from the reference material, as we use reverse Z. let r = (max.z - min.z).recip(); let cascade_projection = Mat4::from_cols( Vec4::new(2.0 / cascade_diameter, 0.0, 0.0, 0.0), Vec4::new(0.0, 2.0 / cascade_diameter, 0.0, 0.0), Vec4::new(0.0, 0.0, r, 0.0), Vec4::new(0.0, 0.0, 1.0, 1.0), ); let cascade_view_projection = cascade_projection * world_to_cascade; Cascade { view_transform: world_to_cascade.inverse(), projection: cascade_projection, view_projection: cascade_view_projection, texel_size: cascade_texel_size, } } /// Add this component to make a [`Mesh`] not cast shadows. #[derive(Component, Reflect, Default)] #[reflect(Component, Default)] pub struct NotShadowCaster; /// Add this component to make a [`Mesh`] not receive shadows. /// /// **Note:** If you're using diffuse transmission, setting [`NotShadowReceiver`] will /// cause both “regular” shadows as well as diffusely transmitted shadows to be disabled, /// even when [`TransmittedShadowReceiver`] is being used. #[derive(Component, Reflect, Default)] #[reflect(Component, Default)] pub struct NotShadowReceiver; /// Add this component to make a [`Mesh`] using a PBR material with [`diffuse_transmission`](crate::pbr_material::StandardMaterial::diffuse_transmission)`> 0.0` /// receive shadows on its diffuse transmission lobe. (i.e. its “backside”) /// /// Not enabled by default, as it requires carefully setting up [`thickness`](crate::pbr_material::StandardMaterial::thickness) /// (and potentially even baking a thickness texture!) to match the geometry of the mesh, in order to avoid self-shadow artifacts. /// /// **Note:** Using [`NotShadowReceiver`] overrides this component. #[derive(Component, Reflect, Default)] #[reflect(Component, Default)] pub struct TransmittedShadowReceiver; /// Add this component to a [`Camera3d`](bevy_core_pipeline::core_3d::Camera3d) /// to control how to anti-alias shadow edges. /// /// The different modes use different approaches to /// [Percentage Closer Filtering](https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-11-shadow-map-antialiasing). #[derive(Component, ExtractComponent, Reflect, Clone, Copy, PartialEq, Eq, Default)] #[reflect(Component, Default)] pub enum ShadowFilteringMethod { /// Hardware 2x2. /// /// Fast but poor quality. Hardware2x2, /// Approximates a fixed Gaussian blur, good when TAA isn't in use. /// /// Good quality, good performance. /// /// For directional and spot lights, this uses a [method by Ignacio Castaño /// for *The Witness*] using 9 samples and smart filtering to achieve the same /// as a regular 5x5 filter kernel. /// /// [method by Ignacio Castaño for *The Witness*]: https://web.archive.org/web/20230210095515/http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/ #[default] Gaussian, /// A randomized filter that varies over time, good when TAA is in use. /// /// Good quality when used with /// [`TemporalAntiAliasSettings`](bevy_core_pipeline::experimental::taa::TemporalAntiAliasSettings) /// and good performance. /// /// For directional and spot lights, this uses a [method by Jorge Jimenez for /// *Call of Duty: Advanced Warfare*] using 8 samples in spiral pattern, /// randomly-rotated by interleaved gradient noise with spatial variation. /// /// [method by Jorge Jimenez for *Call of Duty: Advanced Warfare*]: https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare/ Temporal, } #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)] pub enum SimulationLightSystems { AddClusters, AssignLightsToClusters, UpdateDirectionalLightCascades, UpdateLightFrusta, CheckLightVisibility, } // Sort lights by // - those with volumetric (and shadows) enabled first, so that the volumetric // lighting pass can quickly find the volumetric lights; // - then those with shadows enabled second, so that the index can be used to // render at most `directional_light_shadow_maps_count` directional light // shadows; // - then by entity as a stable key to ensure that a consistent set of lights // are chosen if the light count limit is exceeded. pub(crate) fn directional_light_order( (entity_1, volumetric_1, shadows_enabled_1): (&Entity, &bool, &bool), (entity_2, volumetric_2, shadows_enabled_2): (&Entity, &bool, &bool), ) -> std::cmp::Ordering { volumetric_2 .cmp(volumetric_1) // volumetric before shadows .then_with(|| shadows_enabled_2.cmp(shadows_enabled_1)) // shadow casters before non-casters .then_with(|| entity_1.cmp(entity_2)) // stable } pub fn update_directional_light_frusta( mut views: Query< ( &Cascades, &DirectionalLight, &ViewVisibility, &mut CascadesFrusta, ), ( // Prevents this query from conflicting with camera queries. Without, ), >, ) { for (cascades, directional_light, visibility, mut frusta) in &mut views { // The frustum is used for culling meshes to the light for shadow mapping // so if shadow mapping is disabled for this light, then the frustum is // not needed. if !directional_light.shadows_enabled || !visibility.get() { continue; } frusta.frusta = cascades .cascades .iter() .map(|(view, cascades)| { ( *view, cascades .iter() .map(|c| Frustum::from_view_projection(&c.view_projection)) .collect::>(), ) }) .collect(); } } // NOTE: Run this after assign_lights_to_clusters! pub fn update_point_light_frusta( global_lights: Res, mut views: Query< (Entity, &GlobalTransform, &PointLight, &mut CubemapFrusta), Or<(Changed, Changed)>, >, ) { let projection = Mat4::perspective_infinite_reverse_rh(std::f32::consts::FRAC_PI_2, 1.0, POINT_LIGHT_NEAR_Z); let view_rotations = CUBE_MAP_FACES .iter() .map(|CubeMapFace { target, up }| Transform::IDENTITY.looking_at(*target, *up)) .collect::>(); for (entity, transform, point_light, mut cubemap_frusta) in &mut views { // The frusta are used for culling meshes to the light for shadow mapping // so if shadow mapping is disabled for this light, then the frusta are // not needed. // Also, if the light is not relevant for any cluster, it will not be in the // global lights set and so there is no need to update its frusta. if !point_light.shadows_enabled || !global_lights.entities.contains(&entity) { continue; } // ignore scale because we don't want to effectively scale light radius and range // by applying those as a view transform to shadow map rendering of objects // and ignore rotation because we want the shadow map projections to align with the axes let view_translation = Transform::from_translation(transform.translation()); let view_backward = transform.back(); for (view_rotation, frustum) in view_rotations.iter().zip(cubemap_frusta.iter_mut()) { let view = view_translation * *view_rotation; let view_projection = projection * view.compute_matrix().inverse(); *frustum = Frustum::from_view_projection_custom_far( &view_projection, &transform.translation(), &view_backward, point_light.range, ); } } } pub fn update_spot_light_frusta( global_lights: Res, mut views: Query< (Entity, &GlobalTransform, &SpotLight, &mut Frustum), Or<(Changed, Changed)>, >, ) { for (entity, transform, spot_light, mut frustum) in &mut views { // The frusta are used for culling meshes to the light for shadow mapping // so if shadow mapping is disabled for this light, then the frusta are // not needed. // Also, if the light is not relevant for any cluster, it will not be in the // global lights set and so there is no need to update its frusta. if !spot_light.shadows_enabled || !global_lights.entities.contains(&entity) { continue; } // ignore scale because we don't want to effectively scale light radius and range // by applying those as a view transform to shadow map rendering of objects let view_backward = transform.back(); let spot_view = spot_light_view_matrix(transform); let spot_projection = spot_light_projection_matrix(spot_light.outer_angle); let view_projection = spot_projection * spot_view.inverse(); *frustum = Frustum::from_view_projection_custom_far( &view_projection, &transform.translation(), &view_backward, spot_light.range, ); } } pub fn check_light_mesh_visibility( visible_point_lights: Query<&VisiblePointLights>, mut point_lights: Query<( &PointLight, &GlobalTransform, &CubemapFrusta, &mut CubemapVisibleEntities, Option<&RenderLayers>, )>, mut spot_lights: Query<( &SpotLight, &GlobalTransform, &Frustum, &mut VisibleEntities, Option<&RenderLayers>, )>, mut directional_lights: Query< ( &DirectionalLight, &CascadesFrusta, &mut CascadesVisibleEntities, Option<&RenderLayers>, &mut ViewVisibility, ), Without, >, mut visible_entity_query: Query< ( Entity, &InheritedVisibility, &mut ViewVisibility, Option<&RenderLayers>, Option<&Aabb>, Option<&GlobalTransform>, Has, ), ( Without, Without, With>, ), >, visible_entity_ranges: Option>, ) { fn shrink_entities(visible_entities: &mut VisibleEntities) { // Check that visible entities capacity() is no more than two times greater than len() let capacity = visible_entities.entities.capacity(); let reserved = capacity .checked_div(visible_entities.entities.len()) .map_or(0, |reserve| { if reserve > 2 { capacity / (reserve / 2) } else { capacity } }); visible_entities.entities.shrink_to(reserved); } let visible_entity_ranges = visible_entity_ranges.as_deref(); // Directional lights for (directional_light, frusta, mut visible_entities, maybe_view_mask, light_view_visibility) in &mut directional_lights { // Re-use already allocated entries where possible. 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.entities.clear()); } None => views_to_remove.push(*view), }; } for (view, frusta) in &frusta.frusta { visible_entities .entities .entry(*view) .or_insert_with(|| vec![VisibleEntities::default(); frusta.len()]); } for v in views_to_remove { visible_entities.entities.remove(&v); } // NOTE: If shadow mapping is disabled for the light then it must have no visible entities if !directional_light.shadows_enabled || !light_view_visibility.get() { continue; } let view_mask = maybe_view_mask.unwrap_or_default(); for ( entity, inherited_visibility, mut view_visibility, maybe_entity_mask, maybe_aabb, maybe_transform, has_visibility_range, ) in &mut visible_entity_query { if !inherited_visibility.get() { continue; } let entity_mask = maybe_entity_mask.unwrap_or_default(); if !view_mask.intersects(entity_mask) { continue; } // If we have an aabb and transform, do frustum culling if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) { for (view, view_frusta) in &frusta.frusta { let view_visible_entities = visible_entities .entities .get_mut(view) .expect("Per-view visible entities should have been inserted already"); // Check visibility ranges. if has_visibility_range && visible_entity_ranges.is_some_and(|visible_entity_ranges| { !visible_entity_ranges.entity_is_in_range_of_view(entity, *view) }) { continue; } for (frustum, frustum_visible_entities) in view_frusta.iter().zip(view_visible_entities) { // Disable near-plane culling, as a shadow caster could lie before the near plane. if !frustum.intersects_obb(aabb, &transform.affine(), false, true) { continue; } view_visibility.set(); frustum_visible_entities.get_mut::().push(entity); } } } else { view_visibility.set(); for view in frusta.frusta.keys() { let view_visible_entities = visible_entities .entities .get_mut(view) .expect("Per-view visible entities should have been inserted already"); for frustum_visible_entities in view_visible_entities { frustum_visible_entities.get_mut::().push(entity); } } } } for (_, cascade_view_entities) in &mut visible_entities.entities { cascade_view_entities.iter_mut().for_each(shrink_entities); } } for visible_lights in &visible_point_lights { for light_entity in visible_lights.entities.iter().copied() { // Point lights 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(); } // NOTE: If shadow mapping is disabled for the light then it must have no visible entities 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, }; for ( entity, inherited_visibility, mut view_visibility, maybe_entity_mask, maybe_aabb, maybe_transform, has_visibility_range, ) in &mut visible_entity_query { if !inherited_visibility.get() { continue; } let entity_mask = maybe_entity_mask.unwrap_or_default(); if !view_mask.intersects(entity_mask) { continue; } // Check visibility ranges. if has_visibility_range && visible_entity_ranges.is_some_and(|visible_entity_ranges| { !visible_entity_ranges.entity_is_in_range_of_any_view(entity) }) { continue; } // If we have an aabb and transform, do frustum culling if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) { let model_to_world = transform.affine(); // Do a cheap sphere vs obb test to prune out most meshes outside the sphere of the light if !light_sphere.intersects_obb(aabb, &model_to_world) { continue; } for (frustum, visible_entities) in cubemap_frusta .iter() .zip(cubemap_visible_entities.iter_mut()) { if frustum.intersects_obb(aabb, &model_to_world, true, true) { view_visibility.set(); visible_entities.push::(entity); } } } else { view_visibility.set(); for visible_entities in cubemap_visible_entities.iter_mut() { visible_entities.push::(entity); } } } for visible_entities in cubemap_visible_entities.iter_mut() { shrink_entities(visible_entities); } } // Spot lights if let Ok((point_light, transform, frustum, mut visible_entities, maybe_view_mask)) = spot_lights.get_mut(light_entity) { visible_entities.entities.clear(); // NOTE: If shadow mapping is disabled for the light then it must have no visible entities 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, }; for ( entity, inherited_visibility, mut view_visibility, maybe_entity_mask, maybe_aabb, maybe_transform, has_visibility_range, ) in &mut visible_entity_query { if !inherited_visibility.get() { continue; } let entity_mask = maybe_entity_mask.unwrap_or_default(); if !view_mask.intersects(entity_mask) { continue; } // Check visibility ranges. if has_visibility_range && visible_entity_ranges.is_some_and(|visible_entity_ranges| { !visible_entity_ranges.entity_is_in_range_of_any_view(entity) }) { continue; } // If we have an aabb and transform, do frustum culling if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) { let model_to_world = transform.affine(); // Do a cheap sphere vs obb test to prune out most meshes outside the sphere of the light if !light_sphere.intersects_obb(aabb, &model_to_world) { continue; } if frustum.intersects_obb(aabb, &model_to_world, true, true) { view_visibility.set(); visible_entities.push::(entity); } } else { view_visibility.set(); visible_entities.push::(entity); } } shrink_entities(&mut visible_entities); } } } }