
# Objective - make lights usable without bevy_render ## Solution - make a new crate for lights to live in ## Testing - 3d_scene, lighting, volumetric_fog, ssr, transmission, pcss, light_textures Note: no breaking changes because of re-exports, except for light textures, which were introduced this cycle so it doesn't matter anyways
431 lines
14 KiB
Rust
431 lines
14 KiB
Rust
//! Clustered decals, bounding regions that project textures onto surfaces.
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//!
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//! A *clustered decal* is a bounding box that projects a texture onto any
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//! surface within its bounds along the positive Z axis. In Bevy, clustered
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//! decals use the *clustered forward* rendering technique.
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//!
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//! Clustered decals are the highest-quality types of decals that Bevy supports,
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//! but they require bindless textures. This means that they presently can't be
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//! used on WebGL 2, WebGPU, macOS, or iOS. Bevy's clustered decals can be used
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//! with forward or deferred rendering and don't require a prepass.
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//!
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//! On their own, clustered decals only project the base color of a texture. You
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//! can, however, use the built-in *tag* field to customize the appearance of a
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//! clustered decal arbitrarily. See the documentation in `clustered.wgsl` for
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//! more information and the `clustered_decals` example for an example of use.
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use core::{num::NonZero, ops::Deref};
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use bevy_app::{App, Plugin};
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use bevy_asset::AssetId;
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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entity::{Entity, EntityHashMap},
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query::With,
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resource::Resource,
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schedule::IntoScheduleConfigs as _,
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system::{Query, Res, ResMut},
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};
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use bevy_image::Image;
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pub use bevy_light::cluster::ClusteredDecal;
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use bevy_light::{DirectionalLightTexture, PointLightTexture, SpotLightTexture};
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use bevy_math::Mat4;
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use bevy_platform::collections::HashMap;
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pub use bevy_render::primitives::CubemapLayout;
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use bevy_render::{
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extract_component::ExtractComponentPlugin,
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load_shader_library,
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render_asset::RenderAssets,
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render_resource::{
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binding_types, BindGroupLayoutEntryBuilder, Buffer, BufferUsages, RawBufferVec, Sampler,
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SamplerBindingType, ShaderType, TextureSampleType, TextureView,
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},
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renderer::{RenderAdapter, RenderDevice, RenderQueue},
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sync_world::RenderEntity,
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texture::{FallbackImage, GpuImage},
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view::ViewVisibility,
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Extract, ExtractSchedule, Render, RenderApp, RenderSystems,
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};
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use bevy_transform::components::GlobalTransform;
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use bytemuck::{Pod, Zeroable};
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use crate::{binding_arrays_are_usable, prepare_lights, GlobalClusterableObjectMeta};
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/// The maximum number of decals that can be present in a view.
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///
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/// This number is currently relatively low in order to work around the lack of
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/// first-class binding arrays in `wgpu`. When that feature is implemented, this
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/// limit can be increased.
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pub(crate) const MAX_VIEW_DECALS: usize = 8;
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/// A plugin that adds support for clustered decals.
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///
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/// In environments where bindless textures aren't available, clustered decals
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/// can still be added to a scene, but they won't project any decals.
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pub struct ClusteredDecalPlugin;
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/// Stores information about all the clustered decals in the scene.
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#[derive(Resource, Default)]
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pub struct RenderClusteredDecals {
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/// Maps an index in the shader binding array to the associated decal image.
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///
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/// [`Self::texture_to_binding_index`] holds the inverse mapping.
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binding_index_to_textures: Vec<AssetId<Image>>,
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/// Maps a decal image to the shader binding array.
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///
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/// [`Self::binding_index_to_textures`] holds the inverse mapping.
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texture_to_binding_index: HashMap<AssetId<Image>, u32>,
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/// The information concerning each decal that we provide to the shader.
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decals: Vec<RenderClusteredDecal>,
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/// Maps the [`bevy_render::sync_world::RenderEntity`] of each decal to the
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/// index of that decal in the [`Self::decals`] list.
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entity_to_decal_index: EntityHashMap<usize>,
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}
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impl RenderClusteredDecals {
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/// Clears out this [`RenderClusteredDecals`] in preparation for a new
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/// frame.
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fn clear(&mut self) {
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self.binding_index_to_textures.clear();
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self.texture_to_binding_index.clear();
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self.decals.clear();
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self.entity_to_decal_index.clear();
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}
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pub fn insert_decal(
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&mut self,
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entity: Entity,
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image: &AssetId<Image>,
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local_from_world: Mat4,
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tag: u32,
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) {
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let image_index = self.get_or_insert_image(image);
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let decal_index = self.decals.len();
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self.decals.push(RenderClusteredDecal {
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local_from_world,
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image_index,
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tag,
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pad_a: 0,
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pad_b: 0,
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});
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self.entity_to_decal_index.insert(entity, decal_index);
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}
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pub fn get(&self, entity: Entity) -> Option<usize> {
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self.entity_to_decal_index.get(&entity).copied()
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}
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}
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/// The per-view bind group entries pertaining to decals.
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pub(crate) struct RenderViewClusteredDecalBindGroupEntries<'a> {
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/// The list of decals, corresponding to `mesh_view_bindings::decals` in the
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/// shader.
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pub(crate) decals: &'a Buffer,
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/// The list of textures, corresponding to
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/// `mesh_view_bindings::decal_textures` in the shader.
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pub(crate) texture_views: Vec<&'a <TextureView as Deref>::Target>,
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/// The sampler that the shader uses to sample decals, corresponding to
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/// `mesh_view_bindings::decal_sampler` in the shader.
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pub(crate) sampler: &'a Sampler,
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}
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/// A render-world resource that holds the buffer of [`ClusteredDecal`]s ready
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/// to upload to the GPU.
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#[derive(Resource, Deref, DerefMut)]
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pub struct DecalsBuffer(RawBufferVec<RenderClusteredDecal>);
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impl Default for DecalsBuffer {
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fn default() -> Self {
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DecalsBuffer(RawBufferVec::new(BufferUsages::STORAGE))
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}
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}
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impl Plugin for ClusteredDecalPlugin {
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fn build(&self, app: &mut App) {
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load_shader_library!(app, "clustered.wgsl");
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app.add_plugins(ExtractComponentPlugin::<ClusteredDecal>::default())
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.register_type::<ClusteredDecal>();
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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.init_resource::<DecalsBuffer>()
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.init_resource::<RenderClusteredDecals>()
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.add_systems(ExtractSchedule, extract_decals)
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.add_systems(
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Render,
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prepare_decals
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.in_set(RenderSystems::ManageViews)
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.after(prepare_lights),
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)
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.add_systems(
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Render,
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upload_decals.in_set(RenderSystems::PrepareResources),
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);
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}
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}
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/// The GPU data structure that stores information about each decal.
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#[derive(Clone, Copy, Default, ShaderType, Pod, Zeroable)]
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#[repr(C)]
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pub struct RenderClusteredDecal {
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/// The inverse of the model matrix.
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///
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/// The shader uses this in order to back-transform world positions into
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/// model space.
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local_from_world: Mat4,
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/// The index of the decal texture in the binding array.
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image_index: u32,
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/// A custom tag available for application-defined purposes.
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tag: u32,
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/// Padding.
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pad_a: u32,
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/// Padding.
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pad_b: u32,
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}
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/// Extracts decals from the main world into the render world.
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pub fn extract_decals(
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decals: Extract<
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Query<(
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RenderEntity,
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&ClusteredDecal,
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&GlobalTransform,
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&ViewVisibility,
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)>,
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>,
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spot_light_textures: Extract<
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Query<(
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RenderEntity,
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&SpotLightTexture,
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&GlobalTransform,
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&ViewVisibility,
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)>,
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>,
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point_light_textures: Extract<
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Query<(
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RenderEntity,
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&PointLightTexture,
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&GlobalTransform,
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&ViewVisibility,
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)>,
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>,
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directional_light_textures: Extract<
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Query<(
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RenderEntity,
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&DirectionalLightTexture,
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&GlobalTransform,
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&ViewVisibility,
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)>,
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>,
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mut render_decals: ResMut<RenderClusteredDecals>,
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) {
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// Clear out the `RenderDecals` in preparation for a new frame.
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render_decals.clear();
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// Loop over each decal.
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for (decal_entity, clustered_decal, global_transform, view_visibility) in &decals {
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// If the decal is invisible, skip it.
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if !view_visibility.get() {
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continue;
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}
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render_decals.insert_decal(
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decal_entity,
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&clustered_decal.image.id(),
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global_transform.affine().inverse().into(),
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clustered_decal.tag,
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);
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}
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for (decal_entity, texture, global_transform, view_visibility) in &spot_light_textures {
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// If the decal is invisible, skip it.
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if !view_visibility.get() {
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continue;
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}
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render_decals.insert_decal(
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decal_entity,
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&texture.image.id(),
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global_transform.affine().inverse().into(),
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0,
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);
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}
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for (decal_entity, texture, global_transform, view_visibility) in &point_light_textures {
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// If the decal is invisible, skip it.
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if !view_visibility.get() {
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continue;
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}
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render_decals.insert_decal(
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decal_entity,
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&texture.image.id(),
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global_transform.affine().inverse().into(),
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texture.cubemap_layout as u32,
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);
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}
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for (decal_entity, texture, global_transform, view_visibility) in &directional_light_textures {
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// If the decal is invisible, skip it.
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if !view_visibility.get() {
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continue;
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}
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render_decals.insert_decal(
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decal_entity,
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&texture.image.id(),
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global_transform.affine().inverse().into(),
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if texture.tiled { 1 } else { 0 },
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);
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}
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}
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/// Adds all decals in the scene to the [`GlobalClusterableObjectMeta`] table.
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fn prepare_decals(
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decals: Query<Entity, With<ClusteredDecal>>,
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mut global_clusterable_object_meta: ResMut<GlobalClusterableObjectMeta>,
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render_decals: Res<RenderClusteredDecals>,
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) {
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for decal_entity in &decals {
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if let Some(index) = render_decals.entity_to_decal_index.get(&decal_entity) {
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global_clusterable_object_meta
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.entity_to_index
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.insert(decal_entity, *index);
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}
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}
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}
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/// Returns the layout for the clustered-decal-related bind group entries for a
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/// single view.
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pub(crate) fn get_bind_group_layout_entries(
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render_device: &RenderDevice,
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render_adapter: &RenderAdapter,
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) -> Option<[BindGroupLayoutEntryBuilder; 3]> {
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// If binding arrays aren't supported on the current platform, we have no
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// bind group layout entries.
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if !clustered_decals_are_usable(render_device, render_adapter) {
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return None;
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}
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Some([
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// `decals`
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binding_types::storage_buffer_read_only::<RenderClusteredDecal>(false),
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// `decal_textures`
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binding_types::texture_2d(TextureSampleType::Float { filterable: true })
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.count(NonZero::<u32>::new(MAX_VIEW_DECALS as u32).unwrap()),
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// `decal_sampler`
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binding_types::sampler(SamplerBindingType::Filtering),
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])
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}
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impl<'a> RenderViewClusteredDecalBindGroupEntries<'a> {
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/// Creates and returns the bind group entries for clustered decals for a
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/// single view.
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pub(crate) fn get(
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render_decals: &RenderClusteredDecals,
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decals_buffer: &'a DecalsBuffer,
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images: &'a RenderAssets<GpuImage>,
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fallback_image: &'a FallbackImage,
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render_device: &RenderDevice,
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render_adapter: &RenderAdapter,
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) -> Option<RenderViewClusteredDecalBindGroupEntries<'a>> {
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// Skip the entries if decals are unsupported on the current platform.
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if !clustered_decals_are_usable(render_device, render_adapter) {
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return None;
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}
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// We use the first sampler among all the images. This assumes that all
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// images use the same sampler, which is a documented restriction. If
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// there's no sampler, we just use the one from the fallback image.
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let sampler = match render_decals
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.binding_index_to_textures
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.iter()
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.filter_map(|image_id| images.get(*image_id))
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.next()
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{
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Some(gpu_image) => &gpu_image.sampler,
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None => &fallback_image.d2.sampler,
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};
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// Gather up the decal textures.
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let mut texture_views = vec![];
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for image_id in &render_decals.binding_index_to_textures {
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match images.get(*image_id) {
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None => texture_views.push(&*fallback_image.d2.texture_view),
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Some(gpu_image) => texture_views.push(&*gpu_image.texture_view),
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}
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}
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// Pad out the binding array to its maximum length, which is
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// required on some platforms.
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while texture_views.len() < MAX_VIEW_DECALS {
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texture_views.push(&*fallback_image.d2.texture_view);
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}
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Some(RenderViewClusteredDecalBindGroupEntries {
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decals: decals_buffer.buffer()?,
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texture_views,
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sampler,
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})
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}
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}
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impl RenderClusteredDecals {
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/// Returns the index of the given image in the decal texture binding array,
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/// adding it to the list if necessary.
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fn get_or_insert_image(&mut self, image_id: &AssetId<Image>) -> u32 {
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*self
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.texture_to_binding_index
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.entry(*image_id)
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.or_insert_with(|| {
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let index = self.binding_index_to_textures.len() as u32;
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self.binding_index_to_textures.push(*image_id);
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index
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})
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}
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}
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/// Uploads the list of decals from [`RenderClusteredDecals::decals`] to the
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/// GPU.
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fn upload_decals(
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render_decals: Res<RenderClusteredDecals>,
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mut decals_buffer: ResMut<DecalsBuffer>,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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) {
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decals_buffer.clear();
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for &decal in &render_decals.decals {
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decals_buffer.push(decal);
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}
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// Make sure the buffer is non-empty.
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// Otherwise there won't be a buffer to bind.
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if decals_buffer.is_empty() {
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decals_buffer.push(RenderClusteredDecal::default());
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}
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decals_buffer.write_buffer(&render_device, &render_queue);
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}
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/// Returns true if clustered decals are usable on the current platform or false
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/// otherwise.
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///
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/// Clustered decals are currently disabled on macOS and iOS due to insufficient
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/// texture bindings and limited bindless support in `wgpu`.
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pub fn clustered_decals_are_usable(
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render_device: &RenderDevice,
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render_adapter: &RenderAdapter,
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) -> bool {
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// Disable binding arrays on Metal. There aren't enough texture bindings available.
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// See issue #17553.
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// Re-enable this when `wgpu` has first-class bindless.
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binding_arrays_are_usable(render_device, render_adapter)
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&& cfg!(not(any(target_os = "macos", target_os = "ios")))
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&& cfg!(feature = "pbr_clustered_decals")
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}
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