bevy/crates/bevy_light/src/point_light.rs
atlv 537adcc3f7
bevy_light (#19991)
# Objective

- make lights usable without bevy_render

## Solution

- make a new crate for lights to live in

## Testing

- 3d_scene, lighting, volumetric_fog, ssr, transmission, pcss,
light_textures

Note: no breaking changes because of re-exports, except for light
textures, which were introduced this cycle so it doesn't matter anyways
2025-07-07 00:07:38 +00:00

246 lines
9.7 KiB
Rust

use bevy_asset::Handle;
use bevy_camera::{
primitives::{CubeMapFace, CubemapFrusta, CubemapLayout, Frustum, CUBE_MAP_FACES},
visibility::{self, CubemapVisibleEntities, Visibility, VisibilityClass},
};
use bevy_color::Color;
use bevy_ecs::prelude::*;
use bevy_image::Image;
use bevy_math::Mat4;
use bevy_reflect::prelude::*;
use bevy_transform::components::{GlobalTransform, Transform};
use crate::cluster::{ClusterVisibilityClass, GlobalVisibleClusterableObjects};
/// A light that emits light in all directions from a central point.
///
/// Real-world values for `intensity` (luminous power in lumens) based on the electrical power
/// consumption of the type of real-world light are:
///
/// | Luminous Power (lumen) (i.e. the intensity member) | Incandescent non-halogen (Watts) | Incandescent halogen (Watts) | Compact fluorescent (Watts) | LED (Watts) |
/// |------|-----|----|--------|-------|
/// | 200 | 25 | | 3-5 | 3 |
/// | 450 | 40 | 29 | 9-11 | 5-8 |
/// | 800 | 60 | | 13-15 | 8-12 |
/// | 1100 | 75 | 53 | 18-20 | 10-16 |
/// | 1600 | 100 | 72 | 24-28 | 14-17 |
/// | 2400 | 150 | | 30-52 | 24-30 |
/// | 3100 | 200 | | 49-75 | 32 |
/// | 4000 | 300 | | 75-100 | 40.5 |
///
/// Source: [Wikipedia](https://en.wikipedia.org/wiki/Lumen_(unit)#Lighting)
///
/// ## Shadows
///
/// To enable shadows, set the `shadows_enabled` property to `true`.
///
/// To control the resolution of the shadow maps, use the [`PointLightShadowMap`] resource.
#[derive(Component, Debug, Clone, Copy, Reflect)]
#[reflect(Component, Default, Debug, Clone)]
#[require(
CubemapFrusta,
CubemapVisibleEntities,
Transform,
Visibility,
VisibilityClass
)]
#[component(on_add = visibility::add_visibility_class::<ClusterVisibilityClass>)]
pub struct PointLight {
/// The color of this light source.
pub color: Color,
/// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
pub intensity: f32,
/// Cut-off for the light's area-of-effect. Fragments outside this range will not be affected by
/// this light at all, so it's important to tune this together with `intensity` to prevent hard
/// lighting cut-offs.
pub range: f32,
/// Simulates a light source coming from a spherical volume with the given
/// radius.
///
/// This affects the size of specular highlights created by this light, as
/// well as the soft shadow penumbra size. Because of this, large values may
/// not produce the intended result -- for example, light radius does not
/// affect shadow softness or diffuse lighting.
pub radius: f32,
/// Whether this light casts shadows.
pub shadows_enabled: bool,
/// Whether soft shadows are enabled.
///
/// Soft shadows, also known as *percentage-closer soft shadows* or PCSS,
/// cause shadows to become blurrier (i.e. their penumbra increases in
/// radius) as they extend away from objects. The blurriness of the shadow
/// depends on the [`PointLight::radius`] of the light; larger lights result
/// in larger penumbras and therefore blurrier shadows.
///
/// Currently, soft shadows are rather noisy if not using the temporal mode.
/// If you enable soft shadows, consider choosing
/// [`ShadowFilteringMethod::Temporal`] and enabling temporal antialiasing
/// (TAA) to smooth the noise out over time.
///
/// Note that soft shadows are significantly more expensive to render than
/// hard shadows.
///
/// [`ShadowFilteringMethod::Temporal`]: crate::ShadowFilteringMethod::Temporal
#[cfg(feature = "experimental_pbr_pcss")]
pub soft_shadows_enabled: bool,
/// Whether this point light contributes diffuse lighting to meshes with
/// lightmaps.
///
/// Set this to false if your lightmap baking tool bakes the direct diffuse
/// light from this point light into the lightmaps in order to avoid
/// counting the radiance from this light twice. Note that the specular
/// portion of the light is always considered, because Bevy currently has no
/// means to bake specular light.
///
/// By default, this is set to true.
pub affects_lightmapped_mesh_diffuse: bool,
/// A bias used when sampling shadow maps to avoid "shadow-acne", or false shadow occlusions
/// that happen as a result of shadow-map fragments not mapping 1:1 to screen-space fragments.
/// Too high of a depth bias can lead to shadows detaching from their casters, or
/// "peter-panning". This bias can be tuned together with `shadow_normal_bias` to correct shadow
/// artifacts for a given scene.
pub shadow_depth_bias: f32,
/// A bias applied along the direction of the fragment's surface normal. It is scaled to the
/// shadow map's texel size so that it can be small close to the camera and gets larger further
/// away.
pub shadow_normal_bias: f32,
/// The distance from the light to near Z plane in the shadow map.
///
/// Objects closer than this distance to the light won't cast shadows.
/// Setting this higher increases the shadow map's precision.
///
/// This only has an effect if shadows are enabled.
pub shadow_map_near_z: f32,
}
impl Default for PointLight {
fn default() -> Self {
PointLight {
color: Color::WHITE,
// 1,000,000 lumens is a very large "cinema light" capable of registering brightly at Bevy's
// default "very overcast day" exposure level. For "indoor lighting" with a lower exposure,
// this would be way too bright.
intensity: 1_000_000.0,
range: 20.0,
radius: 0.0,
shadows_enabled: false,
affects_lightmapped_mesh_diffuse: true,
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
#[cfg(feature = "experimental_pbr_pcss")]
soft_shadows_enabled: false,
}
}
}
impl PointLight {
pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.08;
pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 0.6;
pub const DEFAULT_SHADOW_MAP_NEAR_Z: f32 = 0.1;
}
/// Add to a [`PointLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
#[require(PointLight)]
pub struct PointLightTexture {
/// The texture image. Only the R channel is read.
pub image: Handle<Image>,
/// The cubemap layout. The image should be a packed cubemap in one of the formats described by the [`CubemapLayout`] enum.
pub cubemap_layout: CubemapLayout,
}
/// Controls the resolution of [`PointLight`] shadow maps.
///
/// ```
/// # use bevy_app::prelude::*;
/// # use bevy_light::PointLightShadowMap;
/// App::new()
/// .insert_resource(PointLightShadowMap { size: 2048 });
/// ```
#[derive(Resource, Clone, Debug, Reflect)]
#[reflect(Resource, Debug, Default, Clone)]
pub struct PointLightShadowMap {
/// The width and height of each of the 6 faces of the cubemap.
///
/// Defaults to `1024`.
pub size: usize,
}
impl Default for PointLightShadowMap {
fn default() -> Self {
Self { size: 1024 }
}
}
// NOTE: Run this after assign_lights_to_clusters!
pub fn update_point_light_frusta(
global_lights: Res<GlobalVisibleClusterableObjects>,
mut views: Query<(Entity, &GlobalTransform, &PointLight, &mut CubemapFrusta)>,
changed_lights: Query<
Entity,
(
With<PointLight>,
Or<(Changed<GlobalTransform>, Changed<PointLight>)>,
),
>,
) {
let view_rotations = CUBE_MAP_FACES
.iter()
.map(|CubeMapFace { target, up }| Transform::IDENTITY.looking_at(*target, *up))
.collect::<Vec<_>>();
for (entity, transform, point_light, mut cubemap_frusta) in &mut views {
// If this light hasn't changed, and neither has the set of global_lights,
// then we can skip this calculation.
if !global_lights.is_changed() && !changed_lights.contains(entity) {
continue;
}
// 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;
}
let clip_from_view = Mat4::perspective_infinite_reverse_rh(
core::f32::consts::FRAC_PI_2,
1.0,
point_light.shadow_map_near_z,
);
// 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 world_from_view = view_translation * *view_rotation;
let clip_from_world = clip_from_view * world_from_view.to_matrix().inverse();
*frustum = Frustum::from_clip_from_world_custom_far(
&clip_from_world,
&transform.translation(),
&view_backward,
point_light.range,
);
}
}
}