bevy/crates/bevy_pbr/src/light_probe/mod.rs
Joona Aalto 7b1c9f192e
Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective

Fixes a part of #14274.

Bevy has an incredibly inconsistent naming convention for its system
sets, both internally and across the ecosystem.

<img alt="System sets in Bevy"
src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b"
width="450" />

*Names of public system set types in Bevy*

Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are
also a few `FooSystems` and `FooSet` types. In ecosystem crates on the
other hand, `FooSet` is perhaps the most commonly used name in general.
Conventions being so wildly inconsistent can make it harder for users to
pick names for their own types, to search for system sets on docs.rs, or
to even discern which types *are* system sets.

To reign in the inconsistency a bit and help unify the ecosystem, it
would be good to establish a common recommended naming convention for
system sets in Bevy itself, similar to how plugins are commonly suffixed
with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming
convention in first-party Bevy, we can softly nudge ecosystem crates to
follow suit (for types where it makes sense to do so).

Choosing a naming convention is also relevant now, as the [`bevy_cli`
recently adopted
lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce
naming for plugins and system sets, and the recommended naming used for
system sets is still a bit open.

## Which Name To Use?

Now the contentious part: what naming convention should we actually
adopt?

This was discussed on the Bevy Discord at the end of last year, starting
[here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>).
`FooSet` and `FooSystems` were the clear favorites, with `FooSet` very
narrowly winning an unofficial poll. However, it seems to me like the
consensus was broadly moving towards `FooSystems` at the end and after
the poll, with Cart
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708))
and later Alice
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533))
and also me being in favor of it.

Let's do a quick pros and cons list! Of course these are just what I
thought of, so take it with a grain of salt.

`FooSet`:

- Pro: Nice and short!
- Pro: Used by many ecosystem crates.
- Pro: The `Set` suffix comes directly from the trait name `SystemSet`.
- Pro: Pairs nicely with existing APIs like `in_set` and
`configure_sets`.
- Con: `Set` by itself doesn't actually indicate that it's related to
systems *at all*, apart from the implemented trait. A set of what?
- Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex:
`ContactSet`, `MeshSet`, `EnemySet`...

`FooSystems`:

- Pro: Very clearly indicates that the type represents a collection of
systems. The actual core concept, system(s), is in the name.
- Pro: Parallels nicely with `FooPlugins` for plugin groups.
- Pro: Low risk of conflicts with other names or misunderstandings about
what the type is.
- Pro: In most cases, reads *very* nicely and clearly. Ex:
`PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and
`AnimationSet`.
- Pro: Easy to search for on docs.rs.
- Con: Usually results in longer names.
- Con: Not yet as widely used.

Really the big problem with `FooSet` is that it doesn't actually
describe what it is. It describes what *kind of thing* it is (a set of
something), but not *what it is a set of*, unless you know the type or
check its docs or implemented traits. `FooSystems` on the other hand is
much more self-descriptive in this regard, at the cost of being a bit
longer to type.

Ultimately, in some ways it comes down to preference and how you think
of system sets. Personally, I was originally in favor of `FooSet`, but
have been increasingly on the side of `FooSystems`, especially after
seeing what the new names would actually look like in Avian and now
Bevy. I prefer it because it usually reads better, is much more clearly
related to groups of systems than `FooSet`, and overall *feels* more
correct and natural to me in the long term.

For these reasons, and because Alice and Cart also seemed to share a
preference for it when it was previously being discussed, I propose that
we adopt a `FooSystems` naming convention where applicable.

## Solution

Rename Bevy's system set types to use a consistent `FooSet` naming where
applicable.

- `AccessibilitySystem` → `AccessibilitySystems`
- `GizmoRenderSystem` → `GizmoRenderSystems`
- `PickSet` → `PickingSystems`
- `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems`
- `TransformSystem` → `TransformSystems`
- `RemoteSet` → `RemoteSystems`
- `RenderSet` → `RenderSystems`
- `SpriteSystem` → `SpriteSystems`
- `StateTransitionSteps` → `StateTransitionSystems`
- `RenderUiSystem` → `RenderUiSystems`
- `UiSystem` → `UiSystems`
- `Animation` → `AnimationSystems`
- `AssetEvents` → `AssetEventSystems`
- `TrackAssets` → `AssetTrackingSystems`
- `UpdateGizmoMeshes` → `GizmoMeshSystems`
- `InputSystem` → `InputSystems`
- `InputFocusSet` → `InputFocusSystems`
- `ExtractMaterialsSet` → `MaterialExtractionSystems`
- `ExtractMeshesSet` → `MeshExtractionSystems`
- `RumbleSystem` → `RumbleSystems`
- `CameraUpdateSystem` → `CameraUpdateSystems`
- `ExtractAssetsSet` → `AssetExtractionSystems`
- `Update2dText` → `Text2dUpdateSystems`
- `TimeSystem` → `TimeSystems`
- `AudioPlaySet` → `AudioPlaybackSystems`
- `SendEvents` → `EventSenderSystems`
- `EventUpdates` → `EventUpdateSystems`

A lot of the names got slightly longer, but they are also a lot more
consistent, and in my opinion the majority of them read much better. For
a few of the names I took the liberty of rewording things a bit;
definitely open to any further naming improvements.

There are still also cases where the `FooSystems` naming doesn't really
make sense, and those I left alone. This primarily includes system sets
like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`,
or `TransitionSchedules<S>`, where the type has some special purpose and
semantics.

## Todo

- [x] Should I keep all the old names as deprecated type aliases? I can
do this, but to avoid wasting work I'd prefer to first reach consensus
on whether these renames are even desired.
- [x] Migration guide
- [x] Release notes
2025-05-06 15:18:03 +00:00

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//! Light probes for baked global illumination.
use bevy_app::{App, Plugin};
use bevy_asset::{load_internal_asset, weak_handle, AssetId, Handle};
use bevy_core_pipeline::core_3d::Camera3d;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
component::Component,
entity::Entity,
query::With,
reflect::ReflectComponent,
resource::Resource,
schedule::IntoScheduleConfigs,
system::{Commands, Local, Query, Res, ResMut},
};
use bevy_image::Image;
use bevy_math::{Affine3A, FloatOrd, Mat4, Vec3A, Vec4};
use bevy_platform::collections::HashMap;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{
extract_instances::ExtractInstancesPlugin,
primitives::{Aabb, Frustum},
render_asset::RenderAssets,
render_resource::{DynamicUniformBuffer, Sampler, Shader, ShaderType, TextureView},
renderer::{RenderAdapter, RenderDevice, RenderQueue},
settings::WgpuFeatures,
sync_world::RenderEntity,
texture::{FallbackImage, GpuImage},
view::{ExtractedView, Visibility},
Extract, ExtractSchedule, Render, RenderApp, RenderSystems,
};
use bevy_transform::{components::Transform, prelude::GlobalTransform};
use tracing::error;
use core::{hash::Hash, ops::Deref};
use crate::{
irradiance_volume::IRRADIANCE_VOLUME_SHADER_HANDLE,
light_probe::environment_map::{
EnvironmentMapIds, EnvironmentMapLight, ENVIRONMENT_MAP_SHADER_HANDLE,
},
};
use self::irradiance_volume::IrradianceVolume;
pub const LIGHT_PROBE_SHADER_HANDLE: Handle<Shader> =
weak_handle!("e80a2ae6-1c5a-4d9a-a852-d66ff0e6bf7f");
pub mod environment_map;
pub mod irradiance_volume;
/// The maximum number of each type of light probe that each view will consider.
///
/// Because the fragment shader does a linear search through the list for each
/// fragment, this number needs to be relatively small.
pub const MAX_VIEW_LIGHT_PROBES: usize = 8;
/// How many texture bindings are used in the fragment shader, *not* counting
/// environment maps or irradiance volumes.
const STANDARD_MATERIAL_FRAGMENT_SHADER_MIN_TEXTURE_BINDINGS: usize = 16;
/// Adds support for light probes: cuboid bounding regions that apply global
/// illumination to objects within them.
///
/// This also adds support for view environment maps: diffuse and specular
/// cubemaps applied to all objects that a view renders.
pub struct LightProbePlugin;
/// A marker component for a light probe, which is a cuboid region that provides
/// global illumination to all fragments inside it.
///
/// Note that a light probe will have no effect unless the entity contains some
/// kind of illumination, which can either be an [`EnvironmentMapLight`] or an
/// [`IrradianceVolume`].
///
/// The light probe range is conceptually a unit cube (1×1×1) centered on the
/// origin. The [`Transform`] applied to this entity can scale, rotate, or translate
/// that cube so that it contains all fragments that should take this light probe into account.
///
/// When multiple sources of indirect illumination can be applied to a fragment,
/// the highest-quality one is chosen. Diffuse and specular illumination are
/// considered separately, so, for example, Bevy may decide to sample the
/// diffuse illumination from an irradiance volume and the specular illumination
/// from a reflection probe. From highest priority to lowest priority, the
/// ranking is as follows:
///
/// | Rank | Diffuse | Specular |
/// | ---- | -------------------- | -------------------- |
/// | 1 | Lightmap | Lightmap |
/// | 2 | Irradiance volume | Reflection probe |
/// | 3 | Reflection probe | View environment map |
/// | 4 | View environment map | |
///
/// Note that ambient light is always added to the diffuse component and does
/// not participate in the ranking. That is, ambient light is applied in
/// addition to, not instead of, the light sources above.
///
/// A terminology note: Unfortunately, there is little agreement across game and
/// graphics engines as to what to call the various techniques that Bevy groups
/// under the term *light probe*. In Bevy, a *light probe* is the generic term
/// that encompasses both *reflection probes* and *irradiance volumes*. In
/// object-oriented terms, *light probe* is the superclass, and *reflection
/// probe* and *irradiance volume* are subclasses. In other engines, you may see
/// the term *light probe* refer to an irradiance volume with a single voxel, or
/// perhaps some other technique, while in Bevy *light probe* refers not to a
/// specific technique but rather to a class of techniques. Developers familiar
/// with other engines should be aware of this terminology difference.
#[derive(Component, Debug, Clone, Copy, Default, Reflect)]
#[reflect(Component, Default, Debug, Clone)]
#[require(Transform, Visibility)]
pub struct LightProbe;
/// A GPU type that stores information about a light probe.
#[derive(Clone, Copy, ShaderType, Default)]
struct RenderLightProbe {
/// The transform from the world space to the model space. This is used to
/// efficiently check for bounding box intersection.
light_from_world_transposed: [Vec4; 3],
/// The index of the texture or textures in the appropriate binding array or
/// arrays.
///
/// For example, for reflection probes this is the index of the cubemap in
/// the diffuse and specular texture arrays.
texture_index: i32,
/// Scale factor applied to the light generated by this light probe.
///
/// See the comment in [`EnvironmentMapLight`] for details.
intensity: f32,
/// Whether this light probe adds to the diffuse contribution of the
/// irradiance for meshes with lightmaps.
affects_lightmapped_mesh_diffuse: u32,
}
/// A per-view shader uniform that specifies all the light probes that the view
/// takes into account.
#[derive(ShaderType)]
pub struct LightProbesUniform {
/// The list of applicable reflection probes, sorted from nearest to the
/// camera to the farthest away from the camera.
reflection_probes: [RenderLightProbe; MAX_VIEW_LIGHT_PROBES],
/// The list of applicable irradiance volumes, sorted from nearest to the
/// camera to the farthest away from the camera.
irradiance_volumes: [RenderLightProbe; MAX_VIEW_LIGHT_PROBES],
/// The number of reflection probes in the list.
reflection_probe_count: i32,
/// The number of irradiance volumes in the list.
irradiance_volume_count: i32,
/// The index of the diffuse and specular environment maps associated with
/// the view itself. This is used as a fallback if no reflection probe in
/// the list contains the fragment.
view_cubemap_index: i32,
/// The smallest valid mipmap level for the specular environment cubemap
/// associated with the view.
smallest_specular_mip_level_for_view: u32,
/// The intensity of the environment cubemap associated with the view.
///
/// See the comment in [`EnvironmentMapLight`] for details.
intensity_for_view: f32,
/// Whether the environment map attached to the view affects the diffuse
/// lighting for lightmapped meshes.
///
/// This will be 1 if the map does affect lightmapped meshes or 0 otherwise.
view_environment_map_affects_lightmapped_mesh_diffuse: u32,
}
/// A GPU buffer that stores information about all light probes.
#[derive(Resource, Default, Deref, DerefMut)]
pub struct LightProbesBuffer(DynamicUniformBuffer<LightProbesUniform>);
/// A component attached to each camera in the render world that stores the
/// index of the [`LightProbesUniform`] in the [`LightProbesBuffer`].
#[derive(Component, Default, Deref, DerefMut)]
pub struct ViewLightProbesUniformOffset(u32);
/// Information that [`gather_light_probes`] keeps about each light probe.
///
/// This information is parameterized by the [`LightProbeComponent`] type. This
/// will either be [`EnvironmentMapLight`] for reflection probes or
/// [`IrradianceVolume`] for irradiance volumes.
struct LightProbeInfo<C>
where
C: LightProbeComponent,
{
// The transform from world space to light probe space.
light_from_world: Mat4,
// The transform from light probe space to world space.
world_from_light: Affine3A,
// Scale factor applied to the diffuse and specular light generated by this
// reflection probe.
//
// See the comment in [`EnvironmentMapLight`] for details.
intensity: f32,
// Whether this light probe adds to the diffuse contribution of the
// irradiance for meshes with lightmaps.
affects_lightmapped_mesh_diffuse: bool,
// The IDs of all assets associated with this light probe.
//
// Because each type of light probe component may reference different types
// of assets (e.g. a reflection probe references two cubemap assets while an
// irradiance volume references a single 3D texture asset), this is generic.
asset_id: C::AssetId,
}
/// A component, part of the render world, that stores the mapping from asset ID
/// or IDs to the texture index in the appropriate binding arrays.
///
/// Cubemap textures belonging to environment maps are collected into binding
/// arrays, and the index of each texture is presented to the shader for runtime
/// lookup. 3D textures belonging to reflection probes are likewise collected
/// into binding arrays, and the shader accesses the 3D texture by index.
///
/// This component is attached to each view in the render world, because each
/// view may have a different set of light probes that it considers and therefore
/// the texture indices are per-view.
#[derive(Component, Default)]
pub struct RenderViewLightProbes<C>
where
C: LightProbeComponent,
{
/// The list of environment maps presented to the shader, in order.
binding_index_to_textures: Vec<C::AssetId>,
/// The reverse of `binding_index_to_cubemap`: a map from the texture ID to
/// the index in `binding_index_to_cubemap`.
cubemap_to_binding_index: HashMap<C::AssetId, u32>,
/// Information about each light probe, ready for upload to the GPU, sorted
/// in order from closest to the camera to farthest.
///
/// Note that this is not necessarily ordered by binding index. So don't
/// write code like
/// `render_light_probes[cubemap_to_binding_index[asset_id]]`; instead
/// search for the light probe with the appropriate binding index in this
/// array.
render_light_probes: Vec<RenderLightProbe>,
/// Information needed to render the light probe attached directly to the
/// view, if applicable.
///
/// A light probe attached directly to a view represents a "global" light
/// probe that affects all objects not in the bounding region of any light
/// probe. Currently, the only light probe type that supports this is the
/// [`EnvironmentMapLight`].
view_light_probe_info: C::ViewLightProbeInfo,
}
/// A trait implemented by all components that represent light probes.
///
/// Currently, the two light probe types are [`EnvironmentMapLight`] and
/// [`IrradianceVolume`], for reflection probes and irradiance volumes
/// respectively.
///
/// Most light probe systems are written to be generic over the type of light
/// probe. This allows much of the code to be shared and enables easy addition
/// of more light probe types (e.g. real-time reflection planes) in the future.
pub trait LightProbeComponent: Send + Sync + Component + Sized {
/// Holds [`AssetId`]s of the texture or textures that this light probe
/// references.
///
/// This can just be [`AssetId`] if the light probe only references one
/// texture. If it references multiple textures, it will be a structure
/// containing those asset IDs.
type AssetId: Send + Sync + Clone + Eq + Hash;
/// If the light probe can be attached to the view itself (as opposed to a
/// cuboid region within the scene), this contains the information that will
/// be passed to the GPU in order to render it. Otherwise, this will be
/// `()`.
///
/// Currently, only reflection probes (i.e. [`EnvironmentMapLight`]) can be
/// attached directly to views.
type ViewLightProbeInfo: Send + Sync + Default;
/// Returns the asset ID or asset IDs of the texture or textures referenced
/// by this light probe.
fn id(&self, image_assets: &RenderAssets<GpuImage>) -> Option<Self::AssetId>;
/// Returns the intensity of this light probe.
///
/// This is a scaling factor that will be multiplied by the value or values
/// sampled from the texture.
fn intensity(&self) -> f32;
/// Returns true if this light probe contributes diffuse lighting to meshes
/// with lightmaps or false otherwise.
fn affects_lightmapped_mesh_diffuse(&self) -> bool;
/// Creates an instance of [`RenderViewLightProbes`] containing all the
/// information needed to render this light probe.
///
/// This is called for every light probe in view every frame.
fn create_render_view_light_probes(
view_component: Option<&Self>,
image_assets: &RenderAssets<GpuImage>,
) -> RenderViewLightProbes<Self>;
}
impl LightProbe {
/// Creates a new light probe component.
#[inline]
pub fn new() -> Self {
Self
}
}
/// The uniform struct extracted from [`EnvironmentMapLight`].
/// Will be available for use in the Environment Map shader.
#[derive(Component, ShaderType, Clone)]
pub struct EnvironmentMapUniform {
/// The world space transformation matrix of the sample ray for environment cubemaps.
transform: Mat4,
}
impl Default for EnvironmentMapUniform {
fn default() -> Self {
EnvironmentMapUniform {
transform: Mat4::IDENTITY,
}
}
}
/// A GPU buffer that stores the environment map settings for each view.
#[derive(Resource, Default, Deref, DerefMut)]
pub struct EnvironmentMapUniformBuffer(pub DynamicUniformBuffer<EnvironmentMapUniform>);
/// A component that stores the offset within the
/// [`EnvironmentMapUniformBuffer`] for each view.
#[derive(Component, Default, Deref, DerefMut)]
pub struct ViewEnvironmentMapUniformOffset(u32);
impl Plugin for LightProbePlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
LIGHT_PROBE_SHADER_HANDLE,
"light_probe.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
ENVIRONMENT_MAP_SHADER_HANDLE,
"environment_map.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
IRRADIANCE_VOLUME_SHADER_HANDLE,
"irradiance_volume.wgsl",
Shader::from_wgsl
);
app.register_type::<LightProbe>()
.register_type::<EnvironmentMapLight>()
.register_type::<IrradianceVolume>();
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.add_plugins(ExtractInstancesPlugin::<EnvironmentMapIds>::new())
.init_resource::<LightProbesBuffer>()
.init_resource::<EnvironmentMapUniformBuffer>()
.add_systems(ExtractSchedule, gather_environment_map_uniform)
.add_systems(ExtractSchedule, gather_light_probes::<EnvironmentMapLight>)
.add_systems(ExtractSchedule, gather_light_probes::<IrradianceVolume>)
.add_systems(
Render,
(upload_light_probes, prepare_environment_uniform_buffer)
.in_set(RenderSystems::PrepareResources),
);
}
}
/// Extracts [`EnvironmentMapLight`] from views and creates [`EnvironmentMapUniform`] for them.
///
/// Compared to the `ExtractComponentPlugin`, this implementation will create a default instance
/// if one does not already exist.
fn gather_environment_map_uniform(
view_query: Extract<Query<(RenderEntity, Option<&EnvironmentMapLight>), With<Camera3d>>>,
mut commands: Commands,
) {
for (view_entity, environment_map_light) in view_query.iter() {
let environment_map_uniform = if let Some(environment_map_light) = environment_map_light {
EnvironmentMapUniform {
transform: Transform::from_rotation(environment_map_light.rotation)
.compute_matrix()
.inverse(),
}
} else {
EnvironmentMapUniform::default()
};
commands
.get_entity(view_entity)
.expect("Environment map light entity wasn't synced.")
.insert(environment_map_uniform);
}
}
/// Gathers up all light probes of a single type in the scene and assigns them
/// to views, performing frustum culling and distance sorting in the process.
fn gather_light_probes<C>(
image_assets: Res<RenderAssets<GpuImage>>,
light_probe_query: Extract<Query<(&GlobalTransform, &C), With<LightProbe>>>,
view_query: Extract<
Query<(RenderEntity, &GlobalTransform, &Frustum, Option<&C>), With<Camera3d>>,
>,
mut reflection_probes: Local<Vec<LightProbeInfo<C>>>,
mut view_reflection_probes: Local<Vec<LightProbeInfo<C>>>,
mut commands: Commands,
) where
C: LightProbeComponent,
{
// Create [`LightProbeInfo`] for every light probe in the scene.
reflection_probes.clear();
reflection_probes.extend(
light_probe_query
.iter()
.filter_map(|query_row| LightProbeInfo::new(query_row, &image_assets)),
);
// Build up the light probes uniform and the key table.
for (view_entity, view_transform, view_frustum, view_component) in view_query.iter() {
// Cull light probes outside the view frustum.
view_reflection_probes.clear();
view_reflection_probes.extend(
reflection_probes
.iter()
.filter(|light_probe_info| light_probe_info.frustum_cull(view_frustum))
.cloned(),
);
// Sort by distance to camera.
view_reflection_probes.sort_by_cached_key(|light_probe_info| {
light_probe_info.camera_distance_sort_key(view_transform)
});
// Create the light probes list.
let mut render_view_light_probes =
C::create_render_view_light_probes(view_component, &image_assets);
// Gather up the light probes in the list.
render_view_light_probes.maybe_gather_light_probes(&view_reflection_probes);
// Record the per-view light probes.
if render_view_light_probes.is_empty() {
commands
.get_entity(view_entity)
.expect("View entity wasn't synced.")
.remove::<RenderViewLightProbes<C>>();
} else {
commands
.get_entity(view_entity)
.expect("View entity wasn't synced.")
.insert(render_view_light_probes);
}
}
}
/// Gathers up environment map settings for each applicable view and
/// writes them into a GPU buffer.
pub fn prepare_environment_uniform_buffer(
mut commands: Commands,
views: Query<(Entity, Option<&EnvironmentMapUniform>), With<ExtractedView>>,
mut environment_uniform_buffer: ResMut<EnvironmentMapUniformBuffer>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
) {
let Some(mut writer) =
environment_uniform_buffer.get_writer(views.iter().len(), &render_device, &render_queue)
else {
return;
};
for (view, environment_uniform) in views.iter() {
let uniform_offset = match environment_uniform {
None => 0,
Some(environment_uniform) => writer.write(environment_uniform),
};
commands
.entity(view)
.insert(ViewEnvironmentMapUniformOffset(uniform_offset));
}
}
// A system that runs after [`gather_light_probes`] and populates the GPU
// uniforms with the results.
//
// Note that, unlike [`gather_light_probes`], this system is not generic over
// the type of light probe. It collects light probes of all types together into
// a single structure, ready to be passed to the shader.
fn upload_light_probes(
mut commands: Commands,
views: Query<Entity, With<ExtractedView>>,
mut light_probes_buffer: ResMut<LightProbesBuffer>,
mut view_light_probes_query: Query<(
Option<&RenderViewLightProbes<EnvironmentMapLight>>,
Option<&RenderViewLightProbes<IrradianceVolume>>,
)>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
) {
// If there are no views, bail.
if views.is_empty() {
return;
}
// Initialize the uniform buffer writer.
let mut writer = light_probes_buffer
.get_writer(views.iter().len(), &render_device, &render_queue)
.unwrap();
// Process each view.
for view_entity in views.iter() {
let Ok((render_view_environment_maps, render_view_irradiance_volumes)) =
view_light_probes_query.get_mut(view_entity)
else {
error!("Failed to find `RenderViewLightProbes` for the view!");
continue;
};
// Initialize the uniform with only the view environment map, if there
// is one.
let mut light_probes_uniform = LightProbesUniform {
reflection_probes: [RenderLightProbe::default(); MAX_VIEW_LIGHT_PROBES],
irradiance_volumes: [RenderLightProbe::default(); MAX_VIEW_LIGHT_PROBES],
reflection_probe_count: render_view_environment_maps
.map(RenderViewLightProbes::len)
.unwrap_or_default()
.min(MAX_VIEW_LIGHT_PROBES) as i32,
irradiance_volume_count: render_view_irradiance_volumes
.map(RenderViewLightProbes::len)
.unwrap_or_default()
.min(MAX_VIEW_LIGHT_PROBES) as i32,
view_cubemap_index: render_view_environment_maps
.map(|maps| maps.view_light_probe_info.cubemap_index)
.unwrap_or(-1),
smallest_specular_mip_level_for_view: render_view_environment_maps
.map(|maps| maps.view_light_probe_info.smallest_specular_mip_level)
.unwrap_or(0),
intensity_for_view: render_view_environment_maps
.map(|maps| maps.view_light_probe_info.intensity)
.unwrap_or(1.0),
view_environment_map_affects_lightmapped_mesh_diffuse: render_view_environment_maps
.map(|maps| maps.view_light_probe_info.affects_lightmapped_mesh_diffuse as u32)
.unwrap_or(1),
};
// Add any environment maps that [`gather_light_probes`] found to the
// uniform.
if let Some(render_view_environment_maps) = render_view_environment_maps {
render_view_environment_maps.add_to_uniform(
&mut light_probes_uniform.reflection_probes,
&mut light_probes_uniform.reflection_probe_count,
);
}
// Add any irradiance volumes that [`gather_light_probes`] found to the
// uniform.
if let Some(render_view_irradiance_volumes) = render_view_irradiance_volumes {
render_view_irradiance_volumes.add_to_uniform(
&mut light_probes_uniform.irradiance_volumes,
&mut light_probes_uniform.irradiance_volume_count,
);
}
// Queue the view's uniforms to be written to the GPU.
let uniform_offset = writer.write(&light_probes_uniform);
commands
.entity(view_entity)
.insert(ViewLightProbesUniformOffset(uniform_offset));
}
}
impl Default for LightProbesUniform {
fn default() -> Self {
Self {
reflection_probes: [RenderLightProbe::default(); MAX_VIEW_LIGHT_PROBES],
irradiance_volumes: [RenderLightProbe::default(); MAX_VIEW_LIGHT_PROBES],
reflection_probe_count: 0,
irradiance_volume_count: 0,
view_cubemap_index: -1,
smallest_specular_mip_level_for_view: 0,
intensity_for_view: 1.0,
view_environment_map_affects_lightmapped_mesh_diffuse: 1,
}
}
}
impl<C> LightProbeInfo<C>
where
C: LightProbeComponent,
{
/// Given the set of light probe components, constructs and returns
/// [`LightProbeInfo`]. This is done for every light probe in the scene
/// every frame.
fn new(
(light_probe_transform, environment_map): (&GlobalTransform, &C),
image_assets: &RenderAssets<GpuImage>,
) -> Option<LightProbeInfo<C>> {
environment_map.id(image_assets).map(|id| LightProbeInfo {
world_from_light: light_probe_transform.affine(),
light_from_world: light_probe_transform.compute_matrix().inverse(),
asset_id: id,
intensity: environment_map.intensity(),
affects_lightmapped_mesh_diffuse: environment_map.affects_lightmapped_mesh_diffuse(),
})
}
/// Returns true if this light probe is in the viewing frustum of the camera
/// or false if it isn't.
fn frustum_cull(&self, view_frustum: &Frustum) -> bool {
view_frustum.intersects_obb(
&Aabb {
center: Vec3A::default(),
half_extents: Vec3A::splat(0.5),
},
&self.world_from_light,
true,
false,
)
}
/// Returns the squared distance from this light probe to the camera,
/// suitable for distance sorting.
fn camera_distance_sort_key(&self, view_transform: &GlobalTransform) -> FloatOrd {
FloatOrd(
(self.world_from_light.translation - view_transform.translation_vec3a())
.length_squared(),
)
}
}
impl<C> RenderViewLightProbes<C>
where
C: LightProbeComponent,
{
/// Creates a new empty list of light probes.
fn new() -> RenderViewLightProbes<C> {
RenderViewLightProbes {
binding_index_to_textures: vec![],
cubemap_to_binding_index: HashMap::default(),
render_light_probes: vec![],
view_light_probe_info: C::ViewLightProbeInfo::default(),
}
}
/// Returns true if there are no light probes in the list.
pub(crate) fn is_empty(&self) -> bool {
self.binding_index_to_textures.is_empty()
}
/// Returns the number of light probes in the list.
pub(crate) fn len(&self) -> usize {
self.binding_index_to_textures.len()
}
/// Adds a cubemap to the list of bindings, if it wasn't there already, and
/// returns its index within that list.
pub(crate) fn get_or_insert_cubemap(&mut self, cubemap_id: &C::AssetId) -> u32 {
*self
.cubemap_to_binding_index
.entry((*cubemap_id).clone())
.or_insert_with(|| {
let index = self.binding_index_to_textures.len() as u32;
self.binding_index_to_textures.push((*cubemap_id).clone());
index
})
}
/// Adds all the light probes in this structure to the supplied array, which
/// is expected to be shipped to the GPU.
fn add_to_uniform(
&self,
render_light_probes: &mut [RenderLightProbe; MAX_VIEW_LIGHT_PROBES],
render_light_probe_count: &mut i32,
) {
render_light_probes[0..self.render_light_probes.len()]
.copy_from_slice(&self.render_light_probes[..]);
*render_light_probe_count = self.render_light_probes.len() as i32;
}
/// Gathers up all light probes of the given type in the scene and records
/// them in this structure.
fn maybe_gather_light_probes(&mut self, light_probes: &[LightProbeInfo<C>]) {
for light_probe in light_probes.iter().take(MAX_VIEW_LIGHT_PROBES) {
// Determine the index of the cubemap in the binding array.
let cubemap_index = self.get_or_insert_cubemap(&light_probe.asset_id);
// Transpose the inverse transform to compress the structure on the
// GPU (from 4 `Vec4`s to 3 `Vec4`s). The shader will transpose it
// to recover the original inverse transform.
let light_from_world_transposed = light_probe.light_from_world.transpose();
// Write in the light probe data.
self.render_light_probes.push(RenderLightProbe {
light_from_world_transposed: [
light_from_world_transposed.x_axis,
light_from_world_transposed.y_axis,
light_from_world_transposed.z_axis,
],
texture_index: cubemap_index as i32,
intensity: light_probe.intensity,
affects_lightmapped_mesh_diffuse: light_probe.affects_lightmapped_mesh_diffuse
as u32,
});
}
}
}
impl<C> Clone for LightProbeInfo<C>
where
C: LightProbeComponent,
{
fn clone(&self) -> Self {
Self {
light_from_world: self.light_from_world,
world_from_light: self.world_from_light,
intensity: self.intensity,
affects_lightmapped_mesh_diffuse: self.affects_lightmapped_mesh_diffuse,
asset_id: self.asset_id.clone(),
}
}
}
/// Adds a diffuse or specular texture view to the `texture_views` list, and
/// populates `sampler` if this is the first such view.
pub(crate) fn add_cubemap_texture_view<'a>(
texture_views: &mut Vec<&'a <TextureView as Deref>::Target>,
sampler: &mut Option<&'a Sampler>,
image_id: AssetId<Image>,
images: &'a RenderAssets<GpuImage>,
fallback_image: &'a FallbackImage,
) {
match images.get(image_id) {
None => {
// Use the fallback image if the cubemap isn't loaded yet.
texture_views.push(&*fallback_image.cube.texture_view);
}
Some(image) => {
// If this is the first texture view, populate `sampler`.
if sampler.is_none() {
*sampler = Some(&image.sampler);
}
texture_views.push(&*image.texture_view);
}
}
}
/// Many things can go wrong when attempting to use texture binding arrays
/// (a.k.a. bindless textures). This function checks for these pitfalls:
///
/// 1. If GLSL support is enabled at the feature level, then in debug mode
/// `naga_oil` will attempt to compile all shader modules under GLSL to check
/// validity of names, even if GLSL isn't actually used. This will cause a crash
/// if binding arrays are enabled, because binding arrays are currently
/// unimplemented in the GLSL backend of Naga. Therefore, we disable binding
/// arrays if the `shader_format_glsl` feature is present.
///
/// 2. If there aren't enough texture bindings available to accommodate all the
/// binding arrays, the driver will panic. So we also bail out if there aren't
/// enough texture bindings available in the fragment shader.
///
/// 3. If binding arrays aren't supported on the hardware, then we obviously
/// can't use them. Adreno <= 610 claims to support bindless, but seems to be
/// too buggy to be usable.
///
/// 4. If binding arrays are supported on the hardware, but they can only be
/// accessed by uniform indices, that's not good enough, and we bail out.
///
/// If binding arrays aren't usable, we disable reflection probes and limit the
/// number of irradiance volumes in the scene to 1.
pub(crate) fn binding_arrays_are_usable(
render_device: &RenderDevice,
render_adapter: &RenderAdapter,
) -> bool {
!cfg!(feature = "shader_format_glsl")
&& bevy_render::get_adreno_model(render_adapter).is_none_or(|model| model > 610)
&& render_device.limits().max_storage_textures_per_shader_stage
>= (STANDARD_MATERIAL_FRAGMENT_SHADER_MIN_TEXTURE_BINDINGS + MAX_VIEW_LIGHT_PROBES)
as u32
&& render_device.features().contains(
WgpuFeatures::TEXTURE_BINDING_ARRAY
| WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
)
}