# Objective - Reunite it with its family ## Solution - Immigration ## Testing - irradiance_volumes example
710 lines
30 KiB
Rust
710 lines
30 KiB
Rust
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
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use bevy_app::{App, Plugin, PostUpdate};
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use bevy_camera::{
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primitives::{Aabb, CascadesFrusta, CubemapFrusta, Frustum, Sphere},
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visibility::{
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CascadesVisibleEntities, CubemapVisibleEntities, InheritedVisibility, NoFrustumCulling,
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PreviousVisibleEntities, RenderLayers, ViewVisibility, VisibilityRange, VisibilitySystems,
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VisibleEntityRanges, VisibleMeshEntities,
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},
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CameraUpdateSystems,
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};
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use bevy_ecs::{entity::EntityHashSet, prelude::*};
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use bevy_math::Vec3A;
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use bevy_mesh::Mesh3d;
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use bevy_reflect::prelude::*;
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use bevy_transform::{components::GlobalTransform, TransformSystems};
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use bevy_utils::Parallel;
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use core::ops::DerefMut;
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pub mod cluster;
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pub use cluster::ClusteredDecal;
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use cluster::{
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add_clusters, assign::assign_objects_to_clusters, ClusterConfig,
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GlobalVisibleClusterableObjects, VisibleClusterableObjects,
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};
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mod ambient_light;
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pub use ambient_light::AmbientLight;
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mod probe;
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pub use probe::{EnvironmentMapLight, IrradianceVolume, LightProbe};
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mod volumetric;
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pub use volumetric::{FogVolume, VolumetricFog, VolumetricLight};
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pub mod cascade;
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use cascade::{build_directional_light_cascades, clear_directional_light_cascades};
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pub use cascade::{CascadeShadowConfig, CascadeShadowConfigBuilder, Cascades};
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mod point_light;
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pub use point_light::{
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update_point_light_frusta, PointLight, PointLightShadowMap, PointLightTexture,
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};
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mod spot_light;
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pub use spot_light::{
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spot_light_clip_from_view, spot_light_world_from_view, update_spot_light_frusta, SpotLight,
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SpotLightTexture,
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};
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mod directional_light;
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pub use directional_light::{
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update_directional_light_frusta, DirectionalLight, DirectionalLightShadowMap,
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DirectionalLightTexture,
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};
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/// Constants for operating with the light units: lumens, and lux.
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pub mod light_consts {
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/// Approximations for converting the wattage of lamps to lumens.
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///
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/// The **lumen** (symbol: **lm**) is the unit of [luminous flux], a measure
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/// of the total quantity of [visible light] emitted by a source per unit of
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/// time, in the [International System of Units] (SI).
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///
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/// For more information, see [wikipedia](https://en.wikipedia.org/wiki/Lumen_(unit))
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///
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/// [luminous flux]: https://en.wikipedia.org/wiki/Luminous_flux
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/// [visible light]: https://en.wikipedia.org/wiki/Visible_light
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/// [International System of Units]: https://en.wikipedia.org/wiki/International_System_of_Units
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pub mod lumens {
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pub const LUMENS_PER_LED_WATTS: f32 = 90.0;
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pub const LUMENS_PER_INCANDESCENT_WATTS: f32 = 13.8;
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pub const LUMENS_PER_HALOGEN_WATTS: f32 = 19.8;
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}
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/// Predefined for lux values in several locations.
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///
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/// The **lux** (symbol: **lx**) is the unit of [illuminance], or [luminous flux] per unit area,
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/// in the [International System of Units] (SI). It is equal to one lumen per square meter.
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///
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/// For more information, see [wikipedia](https://en.wikipedia.org/wiki/Lux)
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///
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/// [illuminance]: https://en.wikipedia.org/wiki/Illuminance
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/// [luminous flux]: https://en.wikipedia.org/wiki/Luminous_flux
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/// [International System of Units]: https://en.wikipedia.org/wiki/International_System_of_Units
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pub mod lux {
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/// The amount of light (lux) in a moonless, overcast night sky. (starlight)
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pub const MOONLESS_NIGHT: f32 = 0.0001;
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/// The amount of light (lux) during a full moon on a clear night.
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pub const FULL_MOON_NIGHT: f32 = 0.05;
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/// The amount of light (lux) during the dark limit of civil twilight under a clear sky.
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pub const CIVIL_TWILIGHT: f32 = 3.4;
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/// The amount of light (lux) in family living room lights.
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pub const LIVING_ROOM: f32 = 50.;
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/// The amount of light (lux) in an office building's hallway/toilet lighting.
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pub const HALLWAY: f32 = 80.;
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/// The amount of light (lux) in very dark overcast day
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pub const DARK_OVERCAST_DAY: f32 = 100.;
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/// The amount of light (lux) in an office.
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pub const OFFICE: f32 = 320.;
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/// The amount of light (lux) during sunrise or sunset on a clear day.
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pub const CLEAR_SUNRISE: f32 = 400.;
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/// The amount of light (lux) on an overcast day; typical TV studio lighting
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pub const OVERCAST_DAY: f32 = 1000.;
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/// The amount of light (lux) from ambient daylight (not direct sunlight).
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pub const AMBIENT_DAYLIGHT: f32 = 10_000.;
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/// The amount of light (lux) in full daylight (not direct sun).
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pub const FULL_DAYLIGHT: f32 = 20_000.;
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/// The amount of light (lux) in direct sunlight.
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pub const DIRECT_SUNLIGHT: f32 = 100_000.;
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/// The amount of light (lux) of raw sunlight, not filtered by the atmosphere.
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pub const RAW_SUNLIGHT: f32 = 130_000.;
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}
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}
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pub struct LightPlugin;
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impl Plugin for LightPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<AmbientLight>()
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.register_type::<CascadeShadowConfig>()
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.register_type::<Cascades>()
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.register_type::<DirectionalLight>()
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.register_type::<DirectionalLightShadowMap>()
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.register_type::<NotShadowCaster>()
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.register_type::<NotShadowReceiver>()
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.register_type::<PointLight>()
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.register_type::<LightProbe>()
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.register_type::<EnvironmentMapLight>()
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.register_type::<IrradianceVolume>()
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.register_type::<VolumetricFog>()
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.register_type::<VolumetricLight>()
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.register_type::<PointLightShadowMap>()
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.register_type::<SpotLight>()
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.register_type::<ShadowFilteringMethod>()
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.register_type::<ClusterConfig>()
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.init_resource::<GlobalVisibleClusterableObjects>()
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.init_resource::<AmbientLight>()
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.init_resource::<DirectionalLightShadowMap>()
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.init_resource::<PointLightShadowMap>()
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.configure_sets(
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PostUpdate,
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SimulationLightSystems::UpdateDirectionalLightCascades
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.ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
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)
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.configure_sets(
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PostUpdate,
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SimulationLightSystems::CheckLightVisibility
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.ambiguous_with(SimulationLightSystems::CheckLightVisibility),
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)
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.add_systems(
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PostUpdate,
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(
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add_clusters
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.in_set(SimulationLightSystems::AddClusters)
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.after(CameraUpdateSystems),
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assign_objects_to_clusters
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.in_set(SimulationLightSystems::AssignLightsToClusters)
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.after(TransformSystems::Propagate)
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.after(VisibilitySystems::CheckVisibility)
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.after(CameraUpdateSystems),
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clear_directional_light_cascades
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.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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.after(TransformSystems::Propagate)
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.after(CameraUpdateSystems),
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update_directional_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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// This must run after CheckVisibility because it relies on `ViewVisibility`
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.after(VisibilitySystems::CheckVisibility)
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.after(TransformSystems::Propagate)
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.after(SimulationLightSystems::UpdateDirectionalLightCascades)
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// We assume that no entity will be both a directional light and a spot light,
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// so these systems will run independently of one another.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(update_spot_light_frusta),
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update_point_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystems::Propagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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update_spot_light_frusta
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.in_set(SimulationLightSystems::UpdateLightFrusta)
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.after(TransformSystems::Propagate)
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.after(SimulationLightSystems::AssignLightsToClusters),
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(
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check_dir_light_mesh_visibility,
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check_point_light_mesh_visibility,
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)
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.in_set(SimulationLightSystems::CheckLightVisibility)
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.after(VisibilitySystems::CalculateBounds)
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.after(TransformSystems::Propagate)
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.after(SimulationLightSystems::UpdateLightFrusta)
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// NOTE: This MUST be scheduled AFTER the core renderer visibility check
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// because that resets entity `ViewVisibility` for the first view
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// which would override any results from this otherwise
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.after(VisibilitySystems::CheckVisibility)
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.before(VisibilitySystems::MarkNewlyHiddenEntitiesInvisible),
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build_directional_light_cascades
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.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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.after(clear_directional_light_cascades),
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),
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);
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}
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}
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/// A convenient alias for `Or<(With<PointLight>, With<SpotLight>,
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/// With<DirectionalLight>)>`, for use with [`bevy_camera::visibility::VisibleEntities`].
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pub type WithLight = Or<(With<PointLight>, With<SpotLight>, With<DirectionalLight>)>;
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/// Add this component to make a [`Mesh3d`] not cast shadows.
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct NotShadowCaster;
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/// Add this component to make a [`Mesh3d`] not receive shadows.
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///
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/// **Note:** If you're using diffuse transmission, setting [`NotShadowReceiver`] will
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/// cause both “regular” shadows as well as diffusely transmitted shadows to be disabled,
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/// even when [`TransmittedShadowReceiver`] is being used.
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct NotShadowReceiver;
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/// Add this component to make a [`Mesh3d`] using a PBR material with `StandardMaterial::diffuse_transmission > 0.0`
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/// receive shadows on its diffuse transmission lobe. (i.e. its “backside”)
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///
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/// Not enabled by default, as it requires carefully setting up `StandardMaterial::thickness`
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/// (and potentially even baking a thickness texture!) to match the geometry of the mesh, in order to avoid self-shadow artifacts.
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///
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/// **Note:** Using [`NotShadowReceiver`] overrides this component.
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct TransmittedShadowReceiver;
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/// Add this component to a [`Camera3d`](bevy_camera::Camera3d)
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/// to control how to anti-alias shadow edges.
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///
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/// The different modes use different approaches to
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/// [Percentage Closer Filtering](https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-11-shadow-map-antialiasing).
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#[derive(Debug, Component, Reflect, Clone, Copy, PartialEq, Eq, Default)]
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#[reflect(Component, Default, Debug, PartialEq, Clone)]
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pub enum ShadowFilteringMethod {
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/// Hardware 2x2.
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///
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/// Fast but poor quality.
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Hardware2x2,
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/// Approximates a fixed Gaussian blur, good when TAA isn't in use.
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///
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/// Good quality, good performance.
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///
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/// For directional and spot lights, this uses a [method by Ignacio Castaño
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/// for *The Witness*] using 9 samples and smart filtering to achieve the same
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/// as a regular 5x5 filter kernel.
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///
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/// [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/
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#[default]
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Gaussian,
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/// A randomized filter that varies over time, good when TAA is in use.
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///
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/// Good quality when used with `TemporalAntiAliasing`
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/// and good performance.
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///
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/// For directional and spot lights, this uses a [method by Jorge Jimenez for
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/// *Call of Duty: Advanced Warfare*] using 8 samples in spiral pattern,
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/// randomly-rotated by interleaved gradient noise with spatial variation.
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///
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/// [method by Jorge Jimenez for *Call of Duty: Advanced Warfare*]: https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare/
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Temporal,
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}
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/// System sets used to run light-related systems.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum SimulationLightSystems {
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AddClusters,
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AssignLightsToClusters,
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/// System order ambiguities between systems in this set are ignored:
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/// each [`build_directional_light_cascades`] system is independent of the others,
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/// and should operate on distinct sets of entities.
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UpdateDirectionalLightCascades,
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UpdateLightFrusta,
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/// System order ambiguities between systems in this set are ignored:
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/// the order of systems within this set is irrelevant, as the various visibility-checking systems
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/// assumes that their operations are irreversible during the frame.
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CheckLightVisibility,
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}
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fn shrink_entities(visible_entities: &mut Vec<Entity>) {
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// Check that visible entities capacity() is no more than two times greater than len()
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let capacity = visible_entities.capacity();
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let reserved = capacity
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.checked_div(visible_entities.len())
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.map_or(0, |reserve| {
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if reserve > 2 {
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capacity / (reserve / 2)
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} else {
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capacity
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}
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});
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visible_entities.shrink_to(reserved);
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}
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pub fn check_dir_light_mesh_visibility(
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mut commands: Commands,
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mut directional_lights: Query<
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(
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&DirectionalLight,
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&CascadesFrusta,
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&mut CascadesVisibleEntities,
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Option<&RenderLayers>,
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&ViewVisibility,
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),
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Without<SpotLight>,
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>,
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visible_entity_query: Query<
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(
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Entity,
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&InheritedVisibility,
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Option<&RenderLayers>,
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Option<&Aabb>,
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Option<&GlobalTransform>,
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Has<VisibilityRange>,
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Has<NoFrustumCulling>,
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),
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(
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Without<NotShadowCaster>,
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Without<DirectionalLight>,
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With<Mesh3d>,
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),
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>,
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visible_entity_ranges: Option<Res<VisibleEntityRanges>>,
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mut defer_visible_entities_queue: Local<Parallel<Vec<Entity>>>,
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mut view_visible_entities_queue: Local<Parallel<Vec<Vec<Entity>>>>,
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) {
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let visible_entity_ranges = visible_entity_ranges.as_deref();
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for (directional_light, frusta, mut visible_entities, maybe_view_mask, light_view_visibility) in
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&mut directional_lights
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{
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let mut views_to_remove = Vec::new();
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for (view, cascade_view_entities) in &mut visible_entities.entities {
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match frusta.frusta.get(view) {
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Some(view_frusta) => {
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cascade_view_entities.resize(view_frusta.len(), Default::default());
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cascade_view_entities.iter_mut().for_each(|x| x.clear());
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}
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None => views_to_remove.push(*view),
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};
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}
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for (view, frusta) in &frusta.frusta {
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visible_entities
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.entities
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.entry(*view)
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.or_insert_with(|| vec![VisibleMeshEntities::default(); frusta.len()]);
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}
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for v in views_to_remove {
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visible_entities.entities.remove(&v);
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}
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// NOTE: If shadow mapping is disabled for the light then it must have no visible entities
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if !directional_light.shadows_enabled || !light_view_visibility.get() {
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continue;
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}
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let view_mask = maybe_view_mask.unwrap_or_default();
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for (view, view_frusta) in &frusta.frusta {
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visible_entity_query.par_iter().for_each_init(
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|| {
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let mut entities = view_visible_entities_queue.borrow_local_mut();
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entities.resize(view_frusta.len(), Vec::default());
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(defer_visible_entities_queue.borrow_local_mut(), entities)
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},
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|(defer_visible_entities_local_queue, view_visible_entities_local_queue),
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(
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entity,
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inherited_visibility,
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maybe_entity_mask,
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maybe_aabb,
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maybe_transform,
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has_visibility_range,
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has_no_frustum_culling,
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)| {
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if !inherited_visibility.get() {
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return;
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}
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let entity_mask = maybe_entity_mask.unwrap_or_default();
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if !view_mask.intersects(entity_mask) {
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return;
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}
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// Check visibility ranges.
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if has_visibility_range
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&& visible_entity_ranges.is_some_and(|visible_entity_ranges| {
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!visible_entity_ranges.entity_is_in_range_of_view(entity, *view)
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})
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{
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return;
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}
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if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
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let mut visible = false;
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for (frustum, frustum_visible_entities) in view_frusta
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.iter()
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.zip(view_visible_entities_local_queue.iter_mut())
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{
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// Disable near-plane culling, as a shadow caster could lie before the near plane.
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if !has_no_frustum_culling
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&& !frustum.intersects_obb(aabb, &transform.affine(), false, true)
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{
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continue;
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}
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visible = true;
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frustum_visible_entities.push(entity);
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}
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if visible {
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defer_visible_entities_local_queue.push(entity);
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}
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} else {
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defer_visible_entities_local_queue.push(entity);
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for frustum_visible_entities in view_visible_entities_local_queue.iter_mut()
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{
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frustum_visible_entities.push(entity);
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}
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}
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},
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);
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// collect entities from parallel queue
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for entities in view_visible_entities_queue.iter_mut() {
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visible_entities
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.entities
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.get_mut(view)
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.unwrap()
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.iter_mut()
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.zip(entities.iter_mut())
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.for_each(|(dst, source)| {
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dst.append(source);
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});
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}
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}
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for (_, cascade_view_entities) in &mut visible_entities.entities {
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cascade_view_entities
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.iter_mut()
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.map(DerefMut::deref_mut)
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.for_each(shrink_entities);
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}
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}
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// Defer marking view visibility so this system can run in parallel with check_point_light_mesh_visibility
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// TODO: use resource to avoid unnecessary memory alloc
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let mut defer_queue = core::mem::take(defer_visible_entities_queue.deref_mut());
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commands.queue(move |world: &mut World| {
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world.resource_scope::<PreviousVisibleEntities, _>(
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|world, mut previous_visible_entities| {
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let mut query = world.query::<(Entity, &mut ViewVisibility)>();
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for entities in defer_queue.iter_mut() {
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let mut iter = query.iter_many_mut(world, entities.iter());
|
|
while let Some((entity, mut view_visibility)) = iter.fetch_next() {
|
|
if !**view_visibility {
|
|
view_visibility.set();
|
|
}
|
|
|
|
// Remove any entities that were discovered to be
|
|
// visible from the `PreviousVisibleEntities` resource.
|
|
previous_visible_entities.remove(&entity);
|
|
}
|
|
}
|
|
},
|
|
);
|
|
});
|
|
}
|
|
|
|
pub fn check_point_light_mesh_visibility(
|
|
visible_point_lights: Query<&VisibleClusterableObjects>,
|
|
mut point_lights: Query<(
|
|
&PointLight,
|
|
&GlobalTransform,
|
|
&CubemapFrusta,
|
|
&mut CubemapVisibleEntities,
|
|
Option<&RenderLayers>,
|
|
)>,
|
|
mut spot_lights: Query<(
|
|
&SpotLight,
|
|
&GlobalTransform,
|
|
&Frustum,
|
|
&mut VisibleMeshEntities,
|
|
Option<&RenderLayers>,
|
|
)>,
|
|
mut visible_entity_query: Query<
|
|
(
|
|
Entity,
|
|
&InheritedVisibility,
|
|
&mut ViewVisibility,
|
|
Option<&RenderLayers>,
|
|
Option<&Aabb>,
|
|
Option<&GlobalTransform>,
|
|
Has<VisibilityRange>,
|
|
Has<NoFrustumCulling>,
|
|
),
|
|
(
|
|
Without<NotShadowCaster>,
|
|
Without<DirectionalLight>,
|
|
With<Mesh3d>,
|
|
),
|
|
>,
|
|
visible_entity_ranges: Option<Res<VisibleEntityRanges>>,
|
|
mut previous_visible_entities: ResMut<PreviousVisibleEntities>,
|
|
mut cubemap_visible_entities_queue: Local<Parallel<[Vec<Entity>; 6]>>,
|
|
mut spot_visible_entities_queue: Local<Parallel<Vec<Entity>>>,
|
|
mut checked_lights: Local<EntityHashSet>,
|
|
) {
|
|
checked_lights.clear();
|
|
|
|
let visible_entity_ranges = visible_entity_ranges.as_deref();
|
|
for visible_lights in &visible_point_lights {
|
|
for light_entity in visible_lights.entities.iter().copied() {
|
|
if !checked_lights.insert(light_entity) {
|
|
continue;
|
|
}
|
|
|
|
// 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,
|
|
};
|
|
|
|
visible_entity_query.par_iter_mut().for_each_init(
|
|
|| cubemap_visible_entities_queue.borrow_local_mut(),
|
|
|cubemap_visible_entities_local_queue,
|
|
(
|
|
entity,
|
|
inherited_visibility,
|
|
mut view_visibility,
|
|
maybe_entity_mask,
|
|
maybe_aabb,
|
|
maybe_transform,
|
|
has_visibility_range,
|
|
has_no_frustum_culling,
|
|
)| {
|
|
if !inherited_visibility.get() {
|
|
return;
|
|
}
|
|
let entity_mask = maybe_entity_mask.unwrap_or_default();
|
|
if !view_mask.intersects(entity_mask) {
|
|
return;
|
|
}
|
|
if has_visibility_range
|
|
&& visible_entity_ranges.is_some_and(|visible_entity_ranges| {
|
|
!visible_entity_ranges.entity_is_in_range_of_any_view(entity)
|
|
})
|
|
{
|
|
return;
|
|
}
|
|
|
|
// 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 !has_no_frustum_culling
|
|
&& !light_sphere.intersects_obb(aabb, &model_to_world)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (frustum, visible_entities) in cubemap_frusta
|
|
.iter()
|
|
.zip(cubemap_visible_entities_local_queue.iter_mut())
|
|
{
|
|
if has_no_frustum_culling
|
|
|| frustum.intersects_obb(aabb, &model_to_world, true, true)
|
|
{
|
|
if !**view_visibility {
|
|
view_visibility.set();
|
|
}
|
|
visible_entities.push(entity);
|
|
}
|
|
}
|
|
} else {
|
|
if !**view_visibility {
|
|
view_visibility.set();
|
|
}
|
|
for visible_entities in cubemap_visible_entities_local_queue.iter_mut()
|
|
{
|
|
visible_entities.push(entity);
|
|
}
|
|
}
|
|
},
|
|
);
|
|
|
|
for entities in cubemap_visible_entities_queue.iter_mut() {
|
|
for (dst, source) in
|
|
cubemap_visible_entities.iter_mut().zip(entities.iter_mut())
|
|
{
|
|
// Remove any entities that were discovered to be
|
|
// visible from the `PreviousVisibleEntities` resource.
|
|
for entity in source.iter() {
|
|
previous_visible_entities.remove(entity);
|
|
}
|
|
|
|
dst.entities.append(source);
|
|
}
|
|
}
|
|
|
|
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.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,
|
|
};
|
|
|
|
visible_entity_query.par_iter_mut().for_each_init(
|
|
|| spot_visible_entities_queue.borrow_local_mut(),
|
|
|spot_visible_entities_local_queue,
|
|
(
|
|
entity,
|
|
inherited_visibility,
|
|
mut view_visibility,
|
|
maybe_entity_mask,
|
|
maybe_aabb,
|
|
maybe_transform,
|
|
has_visibility_range,
|
|
has_no_frustum_culling,
|
|
)| {
|
|
if !inherited_visibility.get() {
|
|
return;
|
|
}
|
|
|
|
let entity_mask = maybe_entity_mask.unwrap_or_default();
|
|
if !view_mask.intersects(entity_mask) {
|
|
return;
|
|
}
|
|
// 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)
|
|
})
|
|
{
|
|
return;
|
|
}
|
|
|
|
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 !has_no_frustum_culling
|
|
&& !light_sphere.intersects_obb(aabb, &model_to_world)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if has_no_frustum_culling
|
|
|| frustum.intersects_obb(aabb, &model_to_world, true, true)
|
|
{
|
|
if !**view_visibility {
|
|
view_visibility.set();
|
|
}
|
|
spot_visible_entities_local_queue.push(entity);
|
|
}
|
|
} else {
|
|
if !**view_visibility {
|
|
view_visibility.set();
|
|
}
|
|
spot_visible_entities_local_queue.push(entity);
|
|
}
|
|
},
|
|
);
|
|
|
|
for entities in spot_visible_entities_queue.iter_mut() {
|
|
visible_entities.append(entities);
|
|
|
|
// Remove any entities that were discovered to be visible
|
|
// from the `PreviousVisibleEntities` resource.
|
|
for entity in entities {
|
|
previous_visible_entities.remove(entity);
|
|
}
|
|
}
|
|
|
|
shrink_entities(visible_entities.deref_mut());
|
|
}
|
|
}
|
|
}
|
|
}
|