
This commit fixes the following regressions: 1. Transmission-specific calls to shader lighting functions didn't pass the `enable_diffuse` parameter, breaking the `transmission` example. 2. The combination of bindless `StandardMaterial` and bindless lightmaps caused us to blow past the 128 texture limit on M1/M2 chips in some cases, in particular the `depth_of_field` example. https://github.com/gfx-rs/wgpu/issues/3334 should fix this, but in the meantime this patch reduces the number of bindless lightmaps from 16 to 4 in order to stay under the limit. 3. The renderer was crashing on startup on Adreno 610 chips. This PR simply disables bindless on Adreno 610 and lower.
519 lines
17 KiB
Rust
519 lines
17 KiB
Rust
//! Lightmaps, baked lighting textures that can be applied at runtime to provide
|
|
//! diffuse global illumination.
|
|
//!
|
|
//! Bevy doesn't currently have any way to actually bake lightmaps, but they can
|
|
//! be baked in an external tool like [Blender](http://blender.org), for example
|
|
//! with an addon like [The Lightmapper]. The tools in the [`bevy-baked-gi`]
|
|
//! project support other lightmap baking methods.
|
|
//!
|
|
//! When a [`Lightmap`] component is added to an entity with a [`Mesh3d`] and a
|
|
//! [`MeshMaterial3d<StandardMaterial>`], Bevy applies the lightmap when rendering. The brightness
|
|
//! of the lightmap may be controlled with the `lightmap_exposure` field on
|
|
//! [`StandardMaterial`].
|
|
//!
|
|
//! During the rendering extraction phase, we extract all lightmaps into the
|
|
//! [`RenderLightmaps`] table, which lives in the render world. Mesh bindgroup
|
|
//! and mesh uniform creation consults this table to determine which lightmap to
|
|
//! supply to the shader. Essentially, the lightmap is a special type of texture
|
|
//! that is part of the mesh instance rather than part of the material (because
|
|
//! multiple meshes can share the same material, whereas sharing lightmaps is
|
|
//! nonsensical).
|
|
//!
|
|
//! Note that multiple meshes can't be drawn in a single drawcall if they use
|
|
//! different lightmap textures, unless bindless textures are in use. If you
|
|
//! want to instance a lightmapped mesh, and your platform doesn't support
|
|
//! bindless textures, combine the lightmap textures into a single atlas, and
|
|
//! set the `uv_rect` field on [`Lightmap`] appropriately.
|
|
//!
|
|
//! [The Lightmapper]: https://github.com/Naxela/The_Lightmapper
|
|
//! [`Mesh3d`]: bevy_render::mesh::Mesh3d
|
|
//! [`MeshMaterial3d<StandardMaterial>`]: crate::StandardMaterial
|
|
//! [`StandardMaterial`]: crate::StandardMaterial
|
|
//! [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
|
|
|
|
use bevy_app::{App, Plugin};
|
|
use bevy_asset::{load_internal_asset, AssetId, Handle};
|
|
use bevy_derive::{Deref, DerefMut};
|
|
use bevy_ecs::{
|
|
component::Component,
|
|
entity::Entity,
|
|
query::{Changed, Or},
|
|
reflect::ReflectComponent,
|
|
removal_detection::RemovedComponents,
|
|
schedule::IntoSystemConfigs,
|
|
system::{Query, Res, ResMut, Resource},
|
|
world::{FromWorld, World},
|
|
};
|
|
use bevy_image::Image;
|
|
use bevy_math::{uvec2, vec4, Rect, UVec2};
|
|
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
|
|
use bevy_render::{
|
|
render_asset::RenderAssets,
|
|
render_resource::{Sampler, Shader, TextureView, WgpuSampler, WgpuTextureView},
|
|
renderer::RenderAdapter,
|
|
sync_world::MainEntity,
|
|
texture::{FallbackImage, GpuImage},
|
|
view::ViewVisibility,
|
|
Extract, ExtractSchedule, RenderApp,
|
|
};
|
|
use bevy_render::{renderer::RenderDevice, sync_world::MainEntityHashMap};
|
|
use bevy_utils::{default, tracing::error, HashSet};
|
|
use fixedbitset::FixedBitSet;
|
|
use nonmax::{NonMaxU16, NonMaxU32};
|
|
|
|
use crate::{binding_arrays_are_usable, ExtractMeshesSet};
|
|
|
|
/// The ID of the lightmap shader.
|
|
pub const LIGHTMAP_SHADER_HANDLE: Handle<Shader> =
|
|
Handle::weak_from_u128(285484768317531991932943596447919767152);
|
|
|
|
/// The number of lightmaps that we store in a single slab, if bindless textures
|
|
/// are in use.
|
|
///
|
|
/// If bindless textures aren't in use, then only a single lightmap can be bound
|
|
/// at a time.
|
|
pub const LIGHTMAPS_PER_SLAB: usize = 4;
|
|
|
|
/// A plugin that provides an implementation of lightmaps.
|
|
pub struct LightmapPlugin;
|
|
|
|
/// A component that applies baked indirect diffuse global illumination from a
|
|
/// lightmap.
|
|
///
|
|
/// When assigned to an entity that contains a [`Mesh3d`](bevy_render::mesh::Mesh3d) and a
|
|
/// [`MeshMaterial3d<StandardMaterial>`](crate::StandardMaterial), if the mesh
|
|
/// has a second UV layer ([`ATTRIBUTE_UV_1`](bevy_render::mesh::Mesh::ATTRIBUTE_UV_1)),
|
|
/// then the lightmap will render using those UVs.
|
|
#[derive(Component, Clone, Reflect)]
|
|
#[reflect(Component, Default)]
|
|
pub struct Lightmap {
|
|
/// The lightmap texture.
|
|
pub image: Handle<Image>,
|
|
|
|
/// The rectangle within the lightmap texture that the UVs are relative to.
|
|
///
|
|
/// The top left coordinate is the `min` part of the rect, and the bottom
|
|
/// right coordinate is the `max` part of the rect. The rect ranges from (0,
|
|
/// 0) to (1, 1).
|
|
///
|
|
/// This field allows lightmaps for a variety of meshes to be packed into a
|
|
/// single atlas.
|
|
pub uv_rect: Rect,
|
|
}
|
|
|
|
/// Lightmap data stored in the render world.
|
|
///
|
|
/// There is one of these per visible lightmapped mesh instance.
|
|
#[derive(Debug)]
|
|
pub(crate) struct RenderLightmap {
|
|
/// The ID of the lightmap texture.
|
|
pub(crate) image: AssetId<Image>,
|
|
|
|
/// The rectangle within the lightmap texture that the UVs are relative to.
|
|
///
|
|
/// The top left coordinate is the `min` part of the rect, and the bottom
|
|
/// right coordinate is the `max` part of the rect. The rect ranges from (0,
|
|
/// 0) to (1, 1).
|
|
pub(crate) uv_rect: Rect,
|
|
|
|
/// The index of the slab (i.e. binding array) in which the lightmap is
|
|
/// located.
|
|
pub(crate) slab_index: LightmapSlabIndex,
|
|
|
|
/// The index of the slot (i.e. element within the binding array) in which
|
|
/// the lightmap is located.
|
|
///
|
|
/// If bindless lightmaps aren't in use, this will be 0.
|
|
pub(crate) slot_index: LightmapSlotIndex,
|
|
}
|
|
|
|
/// Stores data for all lightmaps in the render world.
|
|
///
|
|
/// This is cleared and repopulated each frame during the `extract_lightmaps`
|
|
/// system.
|
|
#[derive(Resource)]
|
|
pub struct RenderLightmaps {
|
|
/// The mapping from every lightmapped entity to its lightmap info.
|
|
///
|
|
/// Entities without lightmaps, or for which the mesh or lightmap isn't
|
|
/// loaded, won't have entries in this table.
|
|
pub(crate) render_lightmaps: MainEntityHashMap<RenderLightmap>,
|
|
|
|
/// The slabs (binding arrays) containing the lightmaps.
|
|
pub(crate) slabs: Vec<LightmapSlab>,
|
|
|
|
free_slabs: FixedBitSet,
|
|
|
|
pending_lightmaps: HashSet<(LightmapSlabIndex, LightmapSlotIndex)>,
|
|
|
|
/// Whether bindless textures are supported on this platform.
|
|
pub(crate) bindless_supported: bool,
|
|
}
|
|
|
|
/// A binding array that contains lightmaps.
|
|
///
|
|
/// This will have a single binding if bindless lightmaps aren't in use.
|
|
pub struct LightmapSlab {
|
|
/// The GPU images in this slab.
|
|
lightmaps: Vec<AllocatedLightmap>,
|
|
free_slots_bitmask: u32,
|
|
}
|
|
|
|
struct AllocatedLightmap {
|
|
gpu_image: GpuImage,
|
|
// This will only be present if the lightmap is allocated but not loaded.
|
|
asset_id: Option<AssetId<Image>>,
|
|
}
|
|
|
|
/// The index of the slab (binding array) in which a lightmap is located.
|
|
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Debug, Deref, DerefMut)]
|
|
#[repr(transparent)]
|
|
pub struct LightmapSlabIndex(pub(crate) NonMaxU32);
|
|
|
|
/// The index of the slot (element within the binding array) in the slab in
|
|
/// which a lightmap is located.
|
|
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Debug, Deref, DerefMut)]
|
|
#[repr(transparent)]
|
|
pub struct LightmapSlotIndex(pub(crate) NonMaxU16);
|
|
|
|
impl Plugin for LightmapPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
load_internal_asset!(
|
|
app,
|
|
LIGHTMAP_SHADER_HANDLE,
|
|
"lightmap.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
}
|
|
|
|
fn finish(&self, app: &mut App) {
|
|
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
|
|
return;
|
|
};
|
|
|
|
render_app
|
|
.init_resource::<RenderLightmaps>()
|
|
.add_systems(ExtractSchedule, extract_lightmaps.after(ExtractMeshesSet));
|
|
}
|
|
}
|
|
|
|
/// Extracts all lightmaps from the scene and populates the [`RenderLightmaps`]
|
|
/// resource.
|
|
fn extract_lightmaps(
|
|
render_lightmaps: ResMut<RenderLightmaps>,
|
|
changed_lightmaps_query: Extract<
|
|
Query<
|
|
(Entity, &ViewVisibility, &Lightmap),
|
|
Or<(Changed<ViewVisibility>, Changed<Lightmap>)>,
|
|
>,
|
|
>,
|
|
mut removed_lightmaps_query: Extract<RemovedComponents<Lightmap>>,
|
|
images: Res<RenderAssets<GpuImage>>,
|
|
fallback_images: Res<FallbackImage>,
|
|
) {
|
|
let render_lightmaps = render_lightmaps.into_inner();
|
|
|
|
// Loop over each entity.
|
|
for (entity, view_visibility, lightmap) in changed_lightmaps_query.iter() {
|
|
if render_lightmaps
|
|
.render_lightmaps
|
|
.contains_key(&MainEntity::from(entity))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Only process visible entities.
|
|
if !view_visibility.get() {
|
|
continue;
|
|
}
|
|
|
|
let (slab_index, slot_index) =
|
|
render_lightmaps.allocate(&fallback_images, lightmap.image.id());
|
|
render_lightmaps.render_lightmaps.insert(
|
|
entity.into(),
|
|
RenderLightmap::new(
|
|
lightmap.image.id(),
|
|
lightmap.uv_rect,
|
|
slab_index,
|
|
slot_index,
|
|
),
|
|
);
|
|
|
|
render_lightmaps
|
|
.pending_lightmaps
|
|
.insert((slab_index, slot_index));
|
|
}
|
|
|
|
for entity in removed_lightmaps_query.read() {
|
|
if changed_lightmaps_query.contains(entity) {
|
|
continue;
|
|
}
|
|
|
|
let Some(RenderLightmap {
|
|
slab_index,
|
|
slot_index,
|
|
..
|
|
}) = render_lightmaps
|
|
.render_lightmaps
|
|
.remove(&MainEntity::from(entity))
|
|
else {
|
|
continue;
|
|
};
|
|
|
|
render_lightmaps.remove(&fallback_images, slab_index, slot_index);
|
|
render_lightmaps
|
|
.pending_lightmaps
|
|
.remove(&(slab_index, slot_index));
|
|
}
|
|
|
|
render_lightmaps
|
|
.pending_lightmaps
|
|
.retain(|&(slab_index, slot_index)| {
|
|
let Some(asset_id) = render_lightmaps.slabs[usize::from(slab_index)].lightmaps
|
|
[usize::from(slot_index)]
|
|
.asset_id
|
|
else {
|
|
error!(
|
|
"Allocated lightmap should have been removed from `pending_lightmaps` by now"
|
|
);
|
|
return false;
|
|
};
|
|
|
|
let Some(gpu_image) = images.get(asset_id) else {
|
|
return true;
|
|
};
|
|
render_lightmaps.slabs[usize::from(slab_index)].insert(slot_index, gpu_image.clone());
|
|
false
|
|
});
|
|
}
|
|
|
|
impl RenderLightmap {
|
|
/// Creates a new lightmap from a texture, a UV rect, and a slab and slot
|
|
/// index pair.
|
|
fn new(
|
|
image: AssetId<Image>,
|
|
uv_rect: Rect,
|
|
slab_index: LightmapSlabIndex,
|
|
slot_index: LightmapSlotIndex,
|
|
) -> Self {
|
|
Self {
|
|
image,
|
|
uv_rect,
|
|
slab_index,
|
|
slot_index,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Packs the lightmap UV rect into 64 bits (4 16-bit unsigned integers).
|
|
pub(crate) fn pack_lightmap_uv_rect(maybe_rect: Option<Rect>) -> UVec2 {
|
|
match maybe_rect {
|
|
Some(rect) => {
|
|
let rect_uvec4 = (vec4(rect.min.x, rect.min.y, rect.max.x, rect.max.y) * 65535.0)
|
|
.round()
|
|
.as_uvec4();
|
|
uvec2(
|
|
rect_uvec4.x | (rect_uvec4.y << 16),
|
|
rect_uvec4.z | (rect_uvec4.w << 16),
|
|
)
|
|
}
|
|
None => UVec2::ZERO,
|
|
}
|
|
}
|
|
|
|
impl Default for Lightmap {
|
|
fn default() -> Self {
|
|
Self {
|
|
image: Default::default(),
|
|
uv_rect: Rect::new(0.0, 0.0, 1.0, 1.0),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl FromWorld for RenderLightmaps {
|
|
fn from_world(world: &mut World) -> Self {
|
|
let render_device = world.resource::<RenderDevice>();
|
|
let render_adapter = world.resource::<RenderAdapter>();
|
|
|
|
let bindless_supported = binding_arrays_are_usable(render_device, render_adapter);
|
|
|
|
RenderLightmaps {
|
|
render_lightmaps: default(),
|
|
slabs: vec![],
|
|
free_slabs: FixedBitSet::new(),
|
|
pending_lightmaps: default(),
|
|
bindless_supported,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl RenderLightmaps {
|
|
/// Creates a new slab, appends it to the end of the list, and returns its
|
|
/// slab index.
|
|
fn create_slab(&mut self, fallback_images: &FallbackImage) -> LightmapSlabIndex {
|
|
let slab_index = LightmapSlabIndex::from(self.slabs.len());
|
|
self.free_slabs.grow_and_insert(slab_index.into());
|
|
self.slabs
|
|
.push(LightmapSlab::new(fallback_images, self.bindless_supported));
|
|
slab_index
|
|
}
|
|
|
|
fn allocate(
|
|
&mut self,
|
|
fallback_images: &FallbackImage,
|
|
image_id: AssetId<Image>,
|
|
) -> (LightmapSlabIndex, LightmapSlotIndex) {
|
|
let slab_index = match self.free_slabs.minimum() {
|
|
None => self.create_slab(fallback_images),
|
|
Some(slab_index) => slab_index.into(),
|
|
};
|
|
|
|
let slab = &mut self.slabs[usize::from(slab_index)];
|
|
let slot_index = slab.allocate(image_id);
|
|
if slab.is_full() {
|
|
self.free_slabs.remove(slab_index.into());
|
|
}
|
|
|
|
(slab_index, slot_index)
|
|
}
|
|
|
|
fn remove(
|
|
&mut self,
|
|
fallback_images: &FallbackImage,
|
|
slab_index: LightmapSlabIndex,
|
|
slot_index: LightmapSlotIndex,
|
|
) {
|
|
let slab = &mut self.slabs[usize::from(slab_index)];
|
|
slab.remove(fallback_images, slot_index);
|
|
|
|
if !slab.is_full() {
|
|
self.free_slabs.grow_and_insert(slot_index.into());
|
|
}
|
|
}
|
|
}
|
|
|
|
impl LightmapSlab {
|
|
fn new(fallback_images: &FallbackImage, bindless_supported: bool) -> LightmapSlab {
|
|
let count = if bindless_supported {
|
|
LIGHTMAPS_PER_SLAB
|
|
} else {
|
|
1
|
|
};
|
|
|
|
LightmapSlab {
|
|
lightmaps: (0..count)
|
|
.map(|_| AllocatedLightmap {
|
|
gpu_image: fallback_images.d2.clone(),
|
|
asset_id: None,
|
|
})
|
|
.collect(),
|
|
free_slots_bitmask: (1 << count) - 1,
|
|
}
|
|
}
|
|
|
|
fn is_full(&self) -> bool {
|
|
self.free_slots_bitmask == 0
|
|
}
|
|
|
|
fn allocate(&mut self, image_id: AssetId<Image>) -> LightmapSlotIndex {
|
|
let index = LightmapSlotIndex::from(self.free_slots_bitmask.trailing_zeros());
|
|
self.free_slots_bitmask &= !(1 << u32::from(index));
|
|
self.lightmaps[usize::from(index)].asset_id = Some(image_id);
|
|
index
|
|
}
|
|
|
|
fn insert(&mut self, index: LightmapSlotIndex, gpu_image: GpuImage) {
|
|
self.lightmaps[usize::from(index)] = AllocatedLightmap {
|
|
gpu_image,
|
|
asset_id: None,
|
|
}
|
|
}
|
|
|
|
fn remove(&mut self, fallback_images: &FallbackImage, index: LightmapSlotIndex) {
|
|
self.lightmaps[usize::from(index)] = AllocatedLightmap {
|
|
gpu_image: fallback_images.d2.clone(),
|
|
asset_id: None,
|
|
};
|
|
self.free_slots_bitmask |= 1 << u32::from(index);
|
|
}
|
|
|
|
/// Returns the texture views and samplers for the lightmaps in this slab,
|
|
/// ready to be placed into a bind group.
|
|
///
|
|
/// This is used when constructing bind groups in bindless mode. Before
|
|
/// returning, this function pads out the arrays with fallback images in
|
|
/// order to fulfill requirements of platforms that require full binding
|
|
/// arrays (e.g. DX12).
|
|
pub(crate) fn build_binding_arrays(&self) -> (Vec<&WgpuTextureView>, Vec<&WgpuSampler>) {
|
|
(
|
|
self.lightmaps
|
|
.iter()
|
|
.map(|allocated_lightmap| &*allocated_lightmap.gpu_image.texture_view)
|
|
.collect(),
|
|
self.lightmaps
|
|
.iter()
|
|
.map(|allocated_lightmap| &*allocated_lightmap.gpu_image.sampler)
|
|
.collect(),
|
|
)
|
|
}
|
|
|
|
/// Returns the texture view and sampler corresponding to the first
|
|
/// lightmap, which must exist.
|
|
///
|
|
/// This is used when constructing bind groups in non-bindless mode.
|
|
pub(crate) fn bindings_for_first_lightmap(&self) -> (&TextureView, &Sampler) {
|
|
(
|
|
&self.lightmaps[0].gpu_image.texture_view,
|
|
&self.lightmaps[0].gpu_image.sampler,
|
|
)
|
|
}
|
|
}
|
|
|
|
impl From<u32> for LightmapSlabIndex {
|
|
fn from(value: u32) -> Self {
|
|
Self(NonMaxU32::new(value).unwrap())
|
|
}
|
|
}
|
|
|
|
impl From<usize> for LightmapSlabIndex {
|
|
fn from(value: usize) -> Self {
|
|
Self::from(value as u32)
|
|
}
|
|
}
|
|
|
|
impl From<u32> for LightmapSlotIndex {
|
|
fn from(value: u32) -> Self {
|
|
Self(NonMaxU16::new(value as u16).unwrap())
|
|
}
|
|
}
|
|
|
|
impl From<usize> for LightmapSlotIndex {
|
|
fn from(value: usize) -> Self {
|
|
Self::from(value as u32)
|
|
}
|
|
}
|
|
|
|
impl From<LightmapSlabIndex> for usize {
|
|
fn from(value: LightmapSlabIndex) -> Self {
|
|
value.0.get() as usize
|
|
}
|
|
}
|
|
|
|
impl From<LightmapSlotIndex> for usize {
|
|
fn from(value: LightmapSlotIndex) -> Self {
|
|
value.0.get() as usize
|
|
}
|
|
}
|
|
|
|
impl From<LightmapSlotIndex> for u16 {
|
|
fn from(value: LightmapSlotIndex) -> Self {
|
|
value.0.get()
|
|
}
|
|
}
|
|
|
|
impl From<LightmapSlotIndex> for u32 {
|
|
fn from(value: LightmapSlotIndex) -> Self {
|
|
value.0.get() as u32
|
|
}
|
|
}
|