# 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
316 lines
13 KiB
Rust
316 lines
13 KiB
Rust
//! Environment maps and reflection probes.
|
|
//!
|
|
//! An *environment map* consists of a pair of diffuse and specular cubemaps
|
|
//! that together reflect the static surrounding area of a region in space. When
|
|
//! available, the PBR shader uses these to apply diffuse light and calculate
|
|
//! specular reflections.
|
|
//!
|
|
//! Environment maps come in two flavors, depending on what other components the
|
|
//! entities they're attached to have:
|
|
//!
|
|
//! 1. If attached to a view, they represent the objects located a very far
|
|
//! distance from the view, in a similar manner to a skybox. Essentially, these
|
|
//! *view environment maps* represent a higher-quality replacement for
|
|
//! [`AmbientLight`](crate::AmbientLight) for outdoor scenes. The indirect light from such
|
|
//! environment maps are added to every point of the scene, including
|
|
//! interior enclosed areas.
|
|
//!
|
|
//! 2. If attached to a [`crate::LightProbe`], environment maps represent the immediate
|
|
//! surroundings of a specific location in the scene. These types of
|
|
//! environment maps are known as *reflection probes*.
|
|
//!
|
|
//! Typically, environment maps are static (i.e. "baked", calculated ahead of
|
|
//! time) and so only reflect fixed static geometry. The environment maps must
|
|
//! be pre-filtered into a pair of cubemaps, one for the diffuse component and
|
|
//! one for the specular component, according to the [split-sum approximation].
|
|
//! To pre-filter your environment map, you can use the [glTF IBL Sampler] or
|
|
//! its [artist-friendly UI]. The diffuse map uses the Lambertian distribution,
|
|
//! while the specular map uses the GGX distribution.
|
|
//!
|
|
//! The Khronos Group has [several pre-filtered environment maps] available for
|
|
//! you to use.
|
|
//!
|
|
//! Currently, reflection probes (i.e. environment maps attached to light
|
|
//! probes) use binding arrays (also known as bindless textures) and
|
|
//! consequently aren't supported on WebGL2 or WebGPU. Reflection probes are
|
|
//! also unsupported if GLSL is in use, due to `naga` limitations. Environment
|
|
//! maps attached to views are, however, supported on all platforms.
|
|
//!
|
|
//! [split-sum approximation]: https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
|
|
//!
|
|
//! [glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
|
|
//!
|
|
//! [artist-friendly UI]: https://github.com/pcwalton/gltf-ibl-sampler-egui
|
|
//!
|
|
//! [several pre-filtered environment maps]: https://github.com/KhronosGroup/glTF-Sample-Environments
|
|
|
|
use bevy_asset::AssetId;
|
|
use bevy_ecs::{query::QueryItem, system::lifetimeless::Read};
|
|
use bevy_image::Image;
|
|
use bevy_light::EnvironmentMapLight;
|
|
use bevy_render::{
|
|
extract_instances::ExtractInstance,
|
|
render_asset::RenderAssets,
|
|
render_resource::{
|
|
binding_types::{self, uniform_buffer},
|
|
BindGroupLayoutEntryBuilder, Sampler, SamplerBindingType, ShaderStages, TextureSampleType,
|
|
TextureView,
|
|
},
|
|
renderer::{RenderAdapter, RenderDevice},
|
|
texture::{FallbackImage, GpuImage},
|
|
};
|
|
|
|
use core::{num::NonZero, ops::Deref};
|
|
|
|
use crate::{
|
|
add_cubemap_texture_view, binding_arrays_are_usable, EnvironmentMapUniform,
|
|
MAX_VIEW_LIGHT_PROBES,
|
|
};
|
|
|
|
use super::{LightProbeComponent, RenderViewLightProbes};
|
|
|
|
/// Like [`EnvironmentMapLight`], but contains asset IDs instead of handles.
|
|
///
|
|
/// This is for use in the render app.
|
|
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
|
|
pub struct EnvironmentMapIds {
|
|
/// The blurry image that represents diffuse radiance surrounding a region.
|
|
pub(crate) diffuse: AssetId<Image>,
|
|
/// The typically-sharper, mipmapped image that represents specular radiance
|
|
/// surrounding a region.
|
|
pub(crate) specular: AssetId<Image>,
|
|
}
|
|
|
|
/// All the bind group entries necessary for PBR shaders to access the
|
|
/// environment maps exposed to a view.
|
|
pub(crate) enum RenderViewEnvironmentMapBindGroupEntries<'a> {
|
|
/// The version used when binding arrays aren't available on the current
|
|
/// platform.
|
|
Single {
|
|
/// The texture view of the view's diffuse cubemap.
|
|
diffuse_texture_view: &'a TextureView,
|
|
|
|
/// The texture view of the view's specular cubemap.
|
|
specular_texture_view: &'a TextureView,
|
|
|
|
/// The sampler used to sample elements of both `diffuse_texture_views` and
|
|
/// `specular_texture_views`.
|
|
sampler: &'a Sampler,
|
|
},
|
|
|
|
/// The version used when binding arrays are available on the current
|
|
/// platform.
|
|
Multiple {
|
|
/// A texture view of each diffuse cubemap, in the same order that they are
|
|
/// supplied to the view (i.e. in the same order as
|
|
/// `binding_index_to_cubemap` in [`RenderViewLightProbes`]).
|
|
///
|
|
/// This is a vector of `wgpu::TextureView`s. But we don't want to import
|
|
/// `wgpu` in this crate, so we refer to it indirectly like this.
|
|
diffuse_texture_views: Vec<&'a <TextureView as Deref>::Target>,
|
|
|
|
/// As above, but for specular cubemaps.
|
|
specular_texture_views: Vec<&'a <TextureView as Deref>::Target>,
|
|
|
|
/// The sampler used to sample elements of both `diffuse_texture_views` and
|
|
/// `specular_texture_views`.
|
|
sampler: &'a Sampler,
|
|
},
|
|
}
|
|
|
|
/// Information about the environment map attached to the view, if any. This is
|
|
/// a global environment map that lights everything visible in the view, as
|
|
/// opposed to a light probe which affects only a specific area.
|
|
pub struct EnvironmentMapViewLightProbeInfo {
|
|
/// The index of the diffuse and specular cubemaps in the binding arrays.
|
|
pub(crate) cubemap_index: i32,
|
|
/// The smallest mip level of the specular cubemap.
|
|
pub(crate) smallest_specular_mip_level: u32,
|
|
/// The scale factor applied to the diffuse and specular light in the
|
|
/// cubemap. This is in units of cd/m² (candela per square meter).
|
|
pub(crate) intensity: f32,
|
|
/// Whether this lightmap affects the diffuse lighting of lightmapped
|
|
/// meshes.
|
|
pub(crate) affects_lightmapped_mesh_diffuse: bool,
|
|
}
|
|
|
|
impl ExtractInstance for EnvironmentMapIds {
|
|
type QueryData = Read<EnvironmentMapLight>;
|
|
|
|
type QueryFilter = ();
|
|
|
|
fn extract(item: QueryItem<'_, '_, Self::QueryData>) -> Option<Self> {
|
|
Some(EnvironmentMapIds {
|
|
diffuse: item.diffuse_map.id(),
|
|
specular: item.specular_map.id(),
|
|
})
|
|
}
|
|
}
|
|
|
|
/// Returns the bind group layout entries for the environment map diffuse and
|
|
/// specular binding arrays respectively, in addition to the sampler.
|
|
pub(crate) fn get_bind_group_layout_entries(
|
|
render_device: &RenderDevice,
|
|
render_adapter: &RenderAdapter,
|
|
) -> [BindGroupLayoutEntryBuilder; 4] {
|
|
let mut texture_cube_binding =
|
|
binding_types::texture_cube(TextureSampleType::Float { filterable: true });
|
|
if binding_arrays_are_usable(render_device, render_adapter) {
|
|
texture_cube_binding =
|
|
texture_cube_binding.count(NonZero::<u32>::new(MAX_VIEW_LIGHT_PROBES as _).unwrap());
|
|
}
|
|
|
|
[
|
|
texture_cube_binding,
|
|
texture_cube_binding,
|
|
binding_types::sampler(SamplerBindingType::Filtering),
|
|
uniform_buffer::<EnvironmentMapUniform>(true).visibility(ShaderStages::FRAGMENT),
|
|
]
|
|
}
|
|
|
|
impl<'a> RenderViewEnvironmentMapBindGroupEntries<'a> {
|
|
/// Looks up and returns the bindings for the environment map diffuse and
|
|
/// specular binding arrays respectively, as well as the sampler.
|
|
pub(crate) fn get(
|
|
render_view_environment_maps: Option<&RenderViewLightProbes<EnvironmentMapLight>>,
|
|
images: &'a RenderAssets<GpuImage>,
|
|
fallback_image: &'a FallbackImage,
|
|
render_device: &RenderDevice,
|
|
render_adapter: &RenderAdapter,
|
|
) -> RenderViewEnvironmentMapBindGroupEntries<'a> {
|
|
if binding_arrays_are_usable(render_device, render_adapter) {
|
|
let mut diffuse_texture_views = vec![];
|
|
let mut specular_texture_views = vec![];
|
|
let mut sampler = None;
|
|
|
|
if let Some(environment_maps) = render_view_environment_maps {
|
|
for &cubemap_id in &environment_maps.binding_index_to_textures {
|
|
add_cubemap_texture_view(
|
|
&mut diffuse_texture_views,
|
|
&mut sampler,
|
|
cubemap_id.diffuse,
|
|
images,
|
|
fallback_image,
|
|
);
|
|
add_cubemap_texture_view(
|
|
&mut specular_texture_views,
|
|
&mut sampler,
|
|
cubemap_id.specular,
|
|
images,
|
|
fallback_image,
|
|
);
|
|
}
|
|
}
|
|
|
|
// Pad out the bindings to the size of the binding array using fallback
|
|
// textures. This is necessary on D3D12 and Metal.
|
|
diffuse_texture_views.resize(MAX_VIEW_LIGHT_PROBES, &*fallback_image.cube.texture_view);
|
|
specular_texture_views
|
|
.resize(MAX_VIEW_LIGHT_PROBES, &*fallback_image.cube.texture_view);
|
|
|
|
return RenderViewEnvironmentMapBindGroupEntries::Multiple {
|
|
diffuse_texture_views,
|
|
specular_texture_views,
|
|
sampler: sampler.unwrap_or(&fallback_image.cube.sampler),
|
|
};
|
|
}
|
|
|
|
if let Some(environment_maps) = render_view_environment_maps {
|
|
if let Some(cubemap) = environment_maps.binding_index_to_textures.first() {
|
|
if let (Some(diffuse_image), Some(specular_image)) =
|
|
(images.get(cubemap.diffuse), images.get(cubemap.specular))
|
|
{
|
|
return RenderViewEnvironmentMapBindGroupEntries::Single {
|
|
diffuse_texture_view: &diffuse_image.texture_view,
|
|
specular_texture_view: &specular_image.texture_view,
|
|
sampler: &diffuse_image.sampler,
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
RenderViewEnvironmentMapBindGroupEntries::Single {
|
|
diffuse_texture_view: &fallback_image.cube.texture_view,
|
|
specular_texture_view: &fallback_image.cube.texture_view,
|
|
sampler: &fallback_image.cube.sampler,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl LightProbeComponent for EnvironmentMapLight {
|
|
type AssetId = EnvironmentMapIds;
|
|
|
|
// Information needed to render with the environment map attached to the
|
|
// view.
|
|
type ViewLightProbeInfo = EnvironmentMapViewLightProbeInfo;
|
|
|
|
fn id(&self, image_assets: &RenderAssets<GpuImage>) -> Option<Self::AssetId> {
|
|
if image_assets.get(&self.diffuse_map).is_none()
|
|
|| image_assets.get(&self.specular_map).is_none()
|
|
{
|
|
None
|
|
} else {
|
|
Some(EnvironmentMapIds {
|
|
diffuse: self.diffuse_map.id(),
|
|
specular: self.specular_map.id(),
|
|
})
|
|
}
|
|
}
|
|
|
|
fn intensity(&self) -> f32 {
|
|
self.intensity
|
|
}
|
|
|
|
fn affects_lightmapped_mesh_diffuse(&self) -> bool {
|
|
self.affects_lightmapped_mesh_diffuse
|
|
}
|
|
|
|
fn create_render_view_light_probes(
|
|
view_component: Option<&EnvironmentMapLight>,
|
|
image_assets: &RenderAssets<GpuImage>,
|
|
) -> RenderViewLightProbes<Self> {
|
|
let mut render_view_light_probes = RenderViewLightProbes::new();
|
|
|
|
// Find the index of the cubemap associated with the view, and determine
|
|
// its smallest mip level.
|
|
if let Some(EnvironmentMapLight {
|
|
diffuse_map: diffuse_map_handle,
|
|
specular_map: specular_map_handle,
|
|
intensity,
|
|
affects_lightmapped_mesh_diffuse,
|
|
..
|
|
}) = view_component
|
|
{
|
|
if let (Some(_), Some(specular_map)) = (
|
|
image_assets.get(diffuse_map_handle),
|
|
image_assets.get(specular_map_handle),
|
|
) {
|
|
render_view_light_probes.view_light_probe_info = EnvironmentMapViewLightProbeInfo {
|
|
cubemap_index: render_view_light_probes.get_or_insert_cubemap(
|
|
&EnvironmentMapIds {
|
|
diffuse: diffuse_map_handle.id(),
|
|
specular: specular_map_handle.id(),
|
|
},
|
|
) as i32,
|
|
smallest_specular_mip_level: specular_map.mip_level_count - 1,
|
|
intensity: *intensity,
|
|
affects_lightmapped_mesh_diffuse: *affects_lightmapped_mesh_diffuse,
|
|
};
|
|
}
|
|
};
|
|
|
|
render_view_light_probes
|
|
}
|
|
}
|
|
|
|
impl Default for EnvironmentMapViewLightProbeInfo {
|
|
fn default() -> Self {
|
|
Self {
|
|
cubemap_index: -1,
|
|
smallest_specular_mip_level: 0,
|
|
intensity: 1.0,
|
|
affects_lightmapped_mesh_diffuse: true,
|
|
}
|
|
}
|
|
}
|