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use std::collections::HashSet;
use bevy_ecs::prelude::*;
use bevy_math::{Mat4, UVec2, UVec3, Vec2, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_reflect::Reflect;
use bevy_render::{
camera::{Camera, CameraProjection, OrthographicProjection},
color::Color,
primitives::{Aabb, CubemapFrusta, Frustum, Sphere},
view::{ComputedVisibility, RenderLayers, Visibility, VisibleEntities},
};
use bevy_transform::components::GlobalTransform;
use bevy_window::Windows;
use crate::{
calculate_cluster_factors, CubeMapFace, CubemapVisibleEntities, ViewClusterBindings,
CUBE_MAP_FACES, POINT_LIGHT_NEAR_Z,
};
#[derive(Component, Debug, Clone, Copy, Reflect)]
#[reflect(Component)]
pub struct PointLight {
pub color: Color,
pub intensity: f32,
pub range: f32,
pub radius: f32,
pub shadows_enabled: bool,
pub shadow_depth_bias: f32,
pub shadow_normal_bias: f32,
}
impl Default for PointLight {
fn default() -> Self {
PointLight {
color: Color::rgb(1.0, 1.0, 1.0),
intensity: 800.0,
range: 20.0,
radius: 0.0,
shadows_enabled: false,
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
}
}
}
impl PointLight {
pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.02;
pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 0.6;
}
#[derive(Clone, Debug)]
pub struct PointLightShadowMap {
pub size: usize,
}
impl Default for PointLightShadowMap {
fn default() -> Self {
Self { size: 1024 }
}
}
#[derive(Component, Debug, Clone, Reflect)]
#[reflect(Component)]
pub struct DirectionalLight {
pub color: Color,
pub illuminance: f32,
pub shadows_enabled: bool,
pub shadow_projection: OrthographicProjection,
pub shadow_depth_bias: f32,
pub shadow_normal_bias: f32,
}
impl Default for DirectionalLight {
fn default() -> Self {
let size = 100.0;
DirectionalLight {
color: Color::rgb(1.0, 1.0, 1.0),
illuminance: 100000.0,
shadows_enabled: false,
shadow_projection: OrthographicProjection {
left: -size,
right: size,
bottom: -size,
top: size,
near: -size,
far: size,
..Default::default()
},
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
}
}
}
impl DirectionalLight {
pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.02;
pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 0.6;
}
#[derive(Clone, Debug)]
pub struct DirectionalLightShadowMap {
pub size: usize,
}
impl Default for DirectionalLightShadowMap {
fn default() -> Self {
#[cfg(feature = "webgl")]
return Self { size: 2048 };
#[cfg(not(feature = "webgl"))]
return Self { size: 4096 };
}
}
#[derive(Debug)]
pub struct AmbientLight {
pub color: Color,
pub brightness: f32,
}
impl Default for AmbientLight {
fn default() -> Self {
Self {
color: Color::rgb(1.0, 1.0, 1.0),
brightness: 0.05,
}
}
}
#[derive(Component)]
pub struct NotShadowCaster;
#[derive(Component)]
pub struct NotShadowReceiver;
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
pub enum SimulationLightSystems {
AddClusters,
UpdateClusters,
AssignLightsToClusters,
UpdateDirectionalLightFrusta,
UpdatePointLightFrusta,
CheckLightVisibility,
}
#[derive(Component, Debug)]
pub struct Clusters {
pub(crate) tile_size: UVec2,
pub(crate) axis_slices: UVec3,
pub(crate) near: f32,
aabbs: Vec<Aabb>,
pub(crate) lights: Vec<VisiblePointLights>,
}
impl Clusters {
fn new(tile_size: UVec2, screen_size: UVec2, z_slices: u32) -> Self {
let mut clusters = Self {
tile_size,
axis_slices: Default::default(),
near: 5.0,
aabbs: Default::default(),
lights: Default::default(),
};
clusters.update(tile_size, screen_size, z_slices);
clusters
}
fn from_screen_size_and_z_slices(screen_size: UVec2, z_slices: u32) -> Self {
let aspect_ratio = screen_size.x as f32 / screen_size.y as f32;
let n_tiles_y =
((ViewClusterBindings::MAX_OFFSETS as u32 / z_slices) as f32 / aspect_ratio).sqrt();
let n_tiles = UVec2::new(
(aspect_ratio * n_tiles_y).floor() as u32,
n_tiles_y.floor() as u32,
);
Clusters::new((screen_size + UVec2::ONE) / n_tiles, screen_size, Z_SLICES)
}
fn update(&mut self, tile_size: UVec2, screen_size: UVec2, z_slices: u32) {
self.tile_size = tile_size;
self.axis_slices = UVec3::new(
(screen_size.x + 1) / tile_size.x,
(screen_size.y + 1) / tile_size.y,
z_slices,
);
assert!(self.axis_slices.x * self.axis_slices.y * self.axis_slices.z <= 4096);
}
}
fn clip_to_view(inverse_projection: Mat4, clip: Vec4) -> Vec4 {
let view = inverse_projection * clip;
view / view.w
}
fn screen_to_view(screen_size: Vec2, inverse_projection: Mat4, screen: Vec2, ndc_z: f32) -> Vec4 {
let tex_coord = screen / screen_size;
let clip = Vec4::new(
tex_coord.x * 2.0 - 1.0,
(1.0 - tex_coord.y) * 2.0 - 1.0,
ndc_z,
1.0,
);
clip_to_view(inverse_projection, clip)
}
fn line_intersection_to_z_plane(origin: Vec3, p: Vec3, z: f32) -> Vec3 {
let v = p - origin;
let t = (z - Vec3::Z.dot(origin)) / Vec3::Z.dot(v);
origin + t * v
}
#[allow(clippy::too_many_arguments)]
fn compute_aabb_for_cluster(
z_near: f32,
z_far: f32,
tile_size: Vec2,
screen_size: Vec2,
inverse_projection: Mat4,
is_orthographic: bool,
cluster_dimensions: UVec3,
ijk: UVec3,
) -> Aabb {
let ijk = ijk.as_vec3();
let p_min = ijk.xy() * tile_size;
let p_max = p_min + tile_size;
let cluster_min;
let cluster_max;
if is_orthographic {
let p_min = screen_to_view(
screen_size,
inverse_projection,
p_min,
1.0 - (ijk.z / cluster_dimensions.z as f32),
)
.xyz();
let p_max = screen_to_view(
screen_size,
inverse_projection,
p_max,
1.0 - ((ijk.z + 1.0) / cluster_dimensions.z as f32),
)
.xyz();
cluster_min = p_min.min(p_max);
cluster_max = p_min.max(p_max);
} else {
let p_min = screen_to_view(screen_size, inverse_projection, p_min, 1.0);
let p_max = screen_to_view(screen_size, inverse_projection, p_max, 1.0);
let z_far_over_z_near = -z_far / -z_near;
let cluster_near = if ijk.z == 0.0 {
0.0
} else {
-z_near * z_far_over_z_near.powf((ijk.z - 1.0) / (cluster_dimensions.z - 1) as f32)
};
let cluster_far =
-z_near * z_far_over_z_near.powf(ijk.z / (cluster_dimensions.z - 1) as f32);
let p_min_near = line_intersection_to_z_plane(Vec3::ZERO, p_min.xyz(), cluster_near);
let p_min_far = line_intersection_to_z_plane(Vec3::ZERO, p_min.xyz(), cluster_far);
let p_max_near = line_intersection_to_z_plane(Vec3::ZERO, p_max.xyz(), cluster_near);
let p_max_far = line_intersection_to_z_plane(Vec3::ZERO, p_max.xyz(), cluster_far);
cluster_min = p_min_near.min(p_min_far).min(p_max_near.min(p_max_far));
cluster_max = p_min_near.max(p_min_far).max(p_max_near.max(p_max_far));
}
Aabb::from_min_max(cluster_min, cluster_max)
}
const Z_SLICES: u32 = 24;
pub fn add_clusters(
mut commands: Commands,
windows: Res<Windows>,
cameras: Query<(Entity, &Camera), Without<Clusters>>,
) {
for (entity, camera) in cameras.iter() {
let window = match windows.get(camera.window) {
Some(window) => window,
None => continue,
};
let clusters = Clusters::from_screen_size_and_z_slices(
UVec2::new(window.physical_width(), window.physical_height()),
Z_SLICES,
);
commands.entity(entity).insert(clusters);
}
}
pub fn update_clusters(windows: Res<Windows>, mut views: Query<(&Camera, &mut Clusters)>) {
for (camera, mut clusters) in views.iter_mut() {
let is_orthographic = camera.projection_matrix.w_axis.w == 1.0;
let inverse_projection = camera.projection_matrix.inverse();
let window = windows.get(camera.window).unwrap();
let screen_size_u32 = UVec2::new(window.physical_width(), window.physical_height());
if screen_size_u32.x == 0 || screen_size_u32.y == 0 {
continue;
}
*clusters =
Clusters::from_screen_size_and_z_slices(screen_size_u32, clusters.axis_slices.z);
let screen_size = screen_size_u32.as_vec2();
let tile_size_u32 = clusters.tile_size;
let tile_size = tile_size_u32.as_vec2();
let mut aabbs = Vec::with_capacity(
(clusters.axis_slices.y * clusters.axis_slices.x * clusters.axis_slices.z) as usize,
);
for y in 0..clusters.axis_slices.y {
for x in 0..clusters.axis_slices.x {
for z in 0..clusters.axis_slices.z {
aabbs.push(compute_aabb_for_cluster(
clusters.near,
camera.far,
tile_size,
screen_size,
inverse_projection,
is_orthographic,
clusters.axis_slices,
UVec3::new(x, y, z),
));
}
}
}
clusters.aabbs = aabbs;
}
}
#[derive(Clone, Component, Debug, Default)]
pub struct VisiblePointLights {
pub entities: Vec<Entity>,
}
impl VisiblePointLights {
pub fn from_light_count(count: usize) -> Self {
Self {
entities: Vec::with_capacity(count),
}
}
pub fn iter(&self) -> impl DoubleEndedIterator<Item = &Entity> {
self.entities.iter()
}
pub fn len(&self) -> usize {
self.entities.len()
}
pub fn is_empty(&self) -> bool {
self.entities.is_empty()
}
}
fn view_z_to_z_slice(
cluster_factors: Vec2,
z_slices: f32,
view_z: f32,
is_orthographic: bool,
) -> u32 {
if is_orthographic {
((view_z - cluster_factors.x) * cluster_factors.y).floor() as u32
} else {
((-view_z).ln() * cluster_factors.x - cluster_factors.y + 1.0).clamp(0.0, z_slices - 1.0)
as u32
}
}
fn ndc_position_to_cluster(
cluster_dimensions: UVec3,
cluster_factors: Vec2,
is_orthographic: bool,
ndc_p: Vec3,
view_z: f32,
) -> UVec3 {
let cluster_dimensions_f32 = cluster_dimensions.as_vec3();
let frag_coord =
(ndc_p.xy() * Vec2::new(0.5, -0.5) + Vec2::splat(0.5)).clamp(Vec2::ZERO, Vec2::ONE);
let xy = (frag_coord * cluster_dimensions_f32.xy()).floor();
let z_slice = view_z_to_z_slice(
cluster_factors,
cluster_dimensions.z as f32,
view_z,
is_orthographic,
);
xy.as_uvec2()
.extend(z_slice)
.clamp(UVec3::ZERO, cluster_dimensions - UVec3::ONE)
}
fn cluster_to_index(cluster_dimensions: UVec3, cluster: UVec3) -> usize {
((cluster.y * cluster_dimensions.x + cluster.x) * cluster_dimensions.z + cluster.z) as usize
}
pub fn assign_lights_to_clusters(
mut commands: Commands,
mut global_lights: ResMut<VisiblePointLights>,
mut views: Query<(Entity, &GlobalTransform, &Camera, &Frustum, &mut Clusters)>,
lights: Query<(Entity, &GlobalTransform, &PointLight)>,
) {
let light_count = lights.iter().count();
let mut global_lights_set = HashSet::with_capacity(light_count);
for (view_entity, view_transform, camera, frustum, mut clusters) in views.iter_mut() {
let view_transform = view_transform.compute_matrix();
let inverse_view_transform = view_transform.inverse();
let cluster_count = clusters.aabbs.len();
let is_orthographic = camera.projection_matrix.w_axis.w == 1.0;
let cluster_factors = calculate_cluster_factors(
clusters.near,
camera.far,
clusters.axis_slices.z as f32,
is_orthographic,
);
let mut clusters_lights =
vec![VisiblePointLights::from_light_count(light_count); cluster_count];
let mut visible_lights_set = HashSet::with_capacity(light_count);
for (light_entity, light_transform, light) in lights.iter() {
let light_sphere = Sphere {
center: light_transform.translation,
radius: light.range,
};
if !frustum.intersects_sphere(&light_sphere) {
continue;
}
let light_aabb_view = Aabb {
center: (inverse_view_transform * light_sphere.center.extend(1.0)).xyz(),
half_extents: Vec3::splat(light_sphere.radius),
};
let (light_aabb_view_min, light_aabb_view_max) =
(light_aabb_view.min(), light_aabb_view.max());
let (
light_aabb_view_xymin_near,
light_aabb_view_xymin_far,
light_aabb_view_xymax_near,
light_aabb_view_xymax_far,
) = (
light_aabb_view_min,
light_aabb_view_min.xy().extend(light_aabb_view_max.z),
light_aabb_view_max.xy().extend(light_aabb_view_min.z),
light_aabb_view_max,
);
let (
light_aabb_clip_xymin_near,
light_aabb_clip_xymin_far,
light_aabb_clip_xymax_near,
light_aabb_clip_xymax_far,
) = (
camera.projection_matrix * light_aabb_view_xymin_near.extend(1.0),
camera.projection_matrix * light_aabb_view_xymin_far.extend(1.0),
camera.projection_matrix * light_aabb_view_xymax_near.extend(1.0),
camera.projection_matrix * light_aabb_view_xymax_far.extend(1.0),
);
let (
light_aabb_ndc_xymin_near,
light_aabb_ndc_xymin_far,
light_aabb_ndc_xymax_near,
light_aabb_ndc_xymax_far,
) = (
light_aabb_clip_xymin_near.xyz() / light_aabb_clip_xymin_near.w,
light_aabb_clip_xymin_far.xyz() / light_aabb_clip_xymin_far.w,
light_aabb_clip_xymax_near.xyz() / light_aabb_clip_xymax_near.w,
light_aabb_clip_xymax_far.xyz() / light_aabb_clip_xymax_far.w,
);
let (light_aabb_ndc_min, light_aabb_ndc_max) = (
light_aabb_ndc_xymin_near
.min(light_aabb_ndc_xymin_far)
.min(light_aabb_ndc_xymax_near)
.min(light_aabb_ndc_xymax_far),
light_aabb_ndc_xymin_near
.max(light_aabb_ndc_xymin_far)
.max(light_aabb_ndc_xymax_near)
.max(light_aabb_ndc_xymax_far),
);
let min_cluster = ndc_position_to_cluster(
clusters.axis_slices,
cluster_factors,
is_orthographic,
light_aabb_ndc_min,
light_aabb_view_min.z,
);
let max_cluster = ndc_position_to_cluster(
clusters.axis_slices,
cluster_factors,
is_orthographic,
light_aabb_ndc_max,
light_aabb_view_max.z,
);
let (min_cluster, max_cluster) =
(min_cluster.min(max_cluster), min_cluster.max(max_cluster));
for y in min_cluster.y..=max_cluster.y {
for x in min_cluster.x..=max_cluster.x {
for z in min_cluster.z..=max_cluster.z {
let cluster_index =
cluster_to_index(clusters.axis_slices, UVec3::new(x, y, z));
let cluster_aabb = &clusters.aabbs[cluster_index];
if light_sphere.intersects_obb(cluster_aabb, &view_transform) {
global_lights_set.insert(light_entity);
visible_lights_set.insert(light_entity);
clusters_lights[cluster_index].entities.push(light_entity);
}
}
}
}
}
for cluster_lights in clusters_lights.iter_mut() {
cluster_lights.entities.shrink_to_fit();
}
clusters.lights = clusters_lights;
commands.entity(view_entity).insert(VisiblePointLights {
entities: visible_lights_set.into_iter().collect(),
});
}
global_lights.entities = global_lights_set.into_iter().collect();
}
pub fn update_directional_light_frusta(
mut views: Query<(&GlobalTransform, &DirectionalLight, &mut Frustum)>,
) {
for (transform, directional_light, mut frustum) in views.iter_mut() {
if !directional_light.shadows_enabled {
continue;
}
let view_projection = directional_light.shadow_projection.get_projection_matrix()
* transform.compute_matrix().inverse();
*frustum = Frustum::from_view_projection(
&view_projection,
&transform.translation,
&transform.back(),
directional_light.shadow_projection.far(),
);
}
}
pub fn update_point_light_frusta(
global_lights: Res<VisiblePointLights>,
mut views: Query<(Entity, &GlobalTransform, &PointLight, &mut CubemapFrusta)>,
) {
let projection =
Mat4::perspective_infinite_reverse_rh(std::f32::consts::FRAC_PI_2, 1.0, POINT_LIGHT_NEAR_Z);
let view_rotations = CUBE_MAP_FACES
.iter()
.map(|CubeMapFace { target, up }| GlobalTransform::identity().looking_at(*target, *up))
.collect::<Vec<_>>();
let global_lights_set = global_lights
.entities
.iter()
.copied()
.collect::<HashSet<_>>();
for (entity, transform, point_light, mut cubemap_frusta) in views.iter_mut() {
if !point_light.shadows_enabled || !global_lights_set.contains(&entity) {
continue;
}
let view_translation = GlobalTransform::from_translation(transform.translation);
let view_backward = transform.back();
for (view_rotation, frustum) in view_rotations.iter().zip(cubemap_frusta.iter_mut()) {
let view = view_translation * *view_rotation;
let view_projection = projection * view.compute_matrix().inverse();
*frustum = Frustum::from_view_projection(
&view_projection,
&transform.translation,
&view_backward,
point_light.range,
);
}
}
}
pub fn check_light_mesh_visibility(
visible_point_lights: Query<&VisiblePointLights, Without<DirectionalLight>>,
mut point_lights: Query<(
&PointLight,
&GlobalTransform,
&CubemapFrusta,
&mut CubemapVisibleEntities,
Option<&RenderLayers>,
)>,
mut directional_lights: Query<(
&DirectionalLight,
&Frustum,
&mut VisibleEntities,
Option<&RenderLayers>,
)>,
mut visible_entity_query: Query<
(
Entity,
&Visibility,
&mut ComputedVisibility,
Option<&RenderLayers>,
Option<&Aabb>,
Option<&GlobalTransform>,
),
Without<NotShadowCaster>,
>,
) {
for (directional_light, frustum, mut visible_entities, maybe_view_mask) in
directional_lights.iter_mut()
{
visible_entities.entities.clear();
if !directional_light.shadows_enabled {
continue;
}
let view_mask = maybe_view_mask.copied().unwrap_or_default();
for (
entity,
visibility,
mut computed_visibility,
maybe_entity_mask,
maybe_aabb,
maybe_transform,
) in visible_entity_query.iter_mut()
{
if !visibility.is_visible {
continue;
}
let entity_mask = maybe_entity_mask.copied().unwrap_or_default();
if !view_mask.intersects(&entity_mask) {
continue;
}
if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
if !frustum.intersects_obb(aabb, &transform.compute_matrix()) {
continue;
}
}
computed_visibility.is_visible = true;
visible_entities.entities.push(entity);
}
}
for visible_lights in visible_point_lights.iter() {
for light_entity in visible_lights.entities.iter().copied() {
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();
}
if !point_light.shadows_enabled {
continue;
}
let view_mask = maybe_view_mask.copied().unwrap_or_default();
let light_sphere = Sphere {
center: transform.translation,
radius: point_light.range,
};
for (
entity,
visibility,
mut computed_visibility,
maybe_entity_mask,
maybe_aabb,
maybe_transform,
) in visible_entity_query.iter_mut()
{
if !visibility.is_visible {
continue;
}
let entity_mask = maybe_entity_mask.copied().unwrap_or_default();
if !view_mask.intersects(&entity_mask) {
continue;
}
if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
let model_to_world = transform.compute_matrix();
if !light_sphere.intersects_obb(aabb, &model_to_world) {
continue;
}
for (frustum, visible_entities) in cubemap_frusta
.iter()
.zip(cubemap_visible_entities.iter_mut())
{
if frustum.intersects_obb(aabb, &model_to_world) {
computed_visibility.is_visible = true;
visible_entities.entities.push(entity);
}
}
} else {
computed_visibility.is_visible = true;
for visible_entities in cubemap_visible_entities.iter_mut() {
visible_entities.entities.push(entity)
}
}
}
}
}
}
}