gizmo_engine/systems/render/shared.rs
1//! Per-frame render *setup* shared between the two render paths.
2//!
3//! The engine has two renderers: the game's DEFERRED path (`default_render_pass`
4//! → `passes.rs`, full G-buffer + SSAO/SSR/SSGI/TAA) and the studio's FORWARD
5//! editor path (`gizmo-studio::execute_render_pipeline`, plus grid/gizmo/collider
6//! overlays). The passes genuinely differ and stay separate, but the per-frame
7//! *setup* that feeds them — light collection, shadow cascades, batching and
8//! frustum culling — is the same, and it used to be copy-pasted between the two
9//! files. Every fix to that setup then had to be applied twice, and whenever it
10//! wasn't the two renderers silently diverged (the "derive cascade splits from
11//! the camera" and "cull shadow casters against the light frustum, not the camera
12//! frustum" fixes both had to be duplicated). This module single-sources it.
13
14use crate::core::World;
15use crate::math::{Vec3, Vec4};
16use crate::renderer::components::{DirectionalLight, LightRole, PointLight, SpotLight};
17use crate::renderer::gpu_types::LightData;
18use gizmo_physics_core::components::{GlobalTransform, Transform};
19
20/// Point + spot + sun lights collected from the world for one frame, ready to be
21/// dropped into `SceneUniforms`.
22pub struct SceneLights {
23 /// Up to 10 point/spot lights (the shader's fixed light array).
24 pub lights: [LightData; 10],
25 pub num_lights: u32,
26 /// Direction the sun points along (normalized). Default down-vector when the
27 /// scene has no `LightRole::Sun`.
28 pub sun_dir: Vec3,
29 /// Sun colour in rgb, intensity in w. `w == 0` means "no sun" — the deferred
30 /// lighting shader keys off this exactly like the old inline code did.
31 pub sun_col: Vec4,
32 /// Whether the scene actually contains a `LightRole::Sun`. The studio forward
33 /// shader signals "sun present" through `sun_direction.w` (1.0 vs 0.0); this
34 /// carries that bit so the studio path stays behaviourally identical.
35 pub has_sun: bool,
36 /// Index into `lights` of the point light that owns the single point-shadow cube,
37 /// or `-1` when there is no point light. There is only one point-shadow cubemap, so
38 /// exactly one point light casts; the caller renders that light's cube and the shader
39 /// only samples it for this index (avoids applying one cube to every point light).
40 pub shadow_point_index: i32,
41}
42
43/// Collect the scene's dynamic lights (point + spot, capped at 10) and the sun.
44///
45/// Each light's world transform prefers a synced `GlobalTransform` (so a parented
46/// light follows its parent, matching how meshes are placed) and falls back to the
47/// light's own `Transform` when it has none — the same robustness the camera path
48/// uses. Previously the game path queried `(&Light, &GlobalTransform)` (dropping
49/// any light without a global) while the studio path read the raw `Transform`
50/// (ignoring parenting); this unifies both onto the correct-and-robust rule.
51pub fn collect_scene_lights(world: &World) -> SceneLights {
52 let globals = world.borrow::<GlobalTransform>();
53 let locals = world.borrow::<Transform>();
54
55 // (position, rotation) in world space, GlobalTransform-preferred, Transform-fallback.
56 let world_tf = |e| {
57 globals
58 .get(e)
59 .map(|g| {
60 let (_, rot, pos) = g.matrix.to_scale_rotation_translation();
61 (pos, rot)
62 })
63 .or_else(|| locals.get(e).map(|t| (t.position, t.rotation)))
64 };
65
66 let mut lights = [LightData {
67 position: [0.0; 4],
68 color: [0.0; 4],
69 direction: [0.0, -1.0, 0.0, 0.0],
70 params: [0.0; 4],
71 }; 10];
72 let mut num_lights = 0usize;
73 // The first collected point light owns the single point-shadow cube.
74 let mut shadow_point_index: i32 = -1;
75
76 if let Some(q) = world.query::<&PointLight>() {
77 for (e, light) in q.iter() {
78 if num_lights >= 10 {
79 break;
80 }
81 let Some((pos, _)) = world_tf(e) else { continue };
82 if shadow_point_index < 0 {
83 shadow_point_index = num_lights as i32;
84 }
85 lights[num_lights] = LightData {
86 position: [pos.x, pos.y, pos.z, light.intensity],
87 color: [light.color.x, light.color.y, light.color.z, light.radius],
88 direction: [0.0, -1.0, 0.0, 0.0],
89 params: [0.0, 0.0, 0.0, 0.0], // params.y = 0 → PointLight
90 };
91 num_lights += 1;
92 }
93 }
94
95 if let Some(q) = world.query::<&SpotLight>() {
96 for (e, light) in q.iter() {
97 if num_lights >= 10 {
98 break;
99 }
100 let Some((pos, rot)) = world_tf(e) else { continue };
101 let dir = rot.mul_vec3(Vec3::new(0.0, 0.0, -1.0)).normalize();
102 // The shaders compare the cone against `dot(-L, spot_dir)` (a cosine), so the
103 // cutoffs must be COSINES of the cone angles — every lighting shader documents
104 // `w = inner_cutoff_cos`, `params.x = outer_cutoff_cos`. `SpotLight` stores the
105 // angles in radians (its ctor clamps inner ≤ outer), so convert here. Passing the
106 // raw radians made the cone a hard cut at the wrong angle with no falloff; the
107 // studio path used to `.cos()` these itself, the game path never did (its spots
108 // were broken) — single-sourcing the fix corrects both.
109 lights[num_lights] = LightData {
110 position: [pos.x, pos.y, pos.z, light.intensity],
111 color: [light.color.x, light.color.y, light.color.z, light.radius],
112 direction: [dir.x, dir.y, dir.z, light.inner_angle.cos()],
113 params: [light.outer_angle.cos(), 1.0, 0.0, 0.0], // params.y = 1 → SpotLight
114 };
115 num_lights += 1;
116 }
117 }
118
119 let mut sun_dir = Vec3::new(0.0, -1.0, 0.0);
120 let mut sun_col = Vec4::new(0.0, 0.0, 0.0, 0.0); // w = 0 → no sun
121 let mut has_sun = false;
122 if let Some(q) = world.query::<&DirectionalLight>() {
123 for (e, light) in q.iter() {
124 if light.role == LightRole::Sun {
125 if let Some((_, rot)) = world_tf(e) {
126 // Light convention: points along its local -Z.
127 sun_dir = rot.mul_vec3(Vec3::new(0.0, 0.0, -1.0)).normalize();
128 sun_col = Vec4::new(light.color.x, light.color.y, light.color.z, light.intensity);
129 has_sun = true;
130 }
131 break; // first sun wins
132 }
133 }
134 }
135
136 SceneLights {
137 lights,
138 num_lights: num_lights as u32,
139 sun_dir,
140 sun_col,
141 has_sun,
142 shadow_point_index,
143 }
144}
145
146#[cfg(test)]
147mod tests {
148 use super::*;
149 use crate::core::World;
150 use crate::renderer::components::{PointLight, SpotLight};
151 use gizmo_physics_core::components::GlobalTransform;
152
153 // Regression: the shaders compare the spotlight cone against `dot(-L, spot_dir)`
154 // (a cosine) and every lighting shader documents the cutoffs as cosines, but
155 // `SpotLight` stores the cone half-angles in radians. The game render path fed
156 // the raw radians (broken cone), and unifying light collection briefly spread
157 // that to the studio too; collection must convert the angles to cosines.
158 #[test]
159 fn spotlight_cutoffs_are_stored_as_cosines() {
160 let mut world = World::new();
161 let e = world.spawn();
162 world.add_component(e, GlobalTransform::default());
163 // inner_angle = 0.4 rad, outer_angle = 0.6 rad (radians, ctor clamps inner ≤ outer).
164 world.add_component(e, SpotLight::new(Vec3::ONE, 10.0, 30.0, 0.4, 0.6));
165
166 let l = collect_scene_lights(&world);
167 assert_eq!(l.num_lights, 1);
168 let spot = l.lights[0];
169 assert_eq!(spot.params[1], 1.0, "params.y == 1 marks a spot light");
170 assert!(
171 (spot.direction[3] - 0.4_f32.cos()).abs() < 1e-5,
172 "inner cutoff must be cos(inner_angle), got {}",
173 spot.direction[3]
174 );
175 assert!(
176 (spot.params[0] - 0.6_f32.cos()).abs() < 1e-5,
177 "outer cutoff must be cos(outer_angle), got {}",
178 spot.params[0]
179 );
180 // Tighter inner cone → larger cosine, so the falloff (inner - outer) is positive.
181 assert!(spot.direction[3] > spot.params[0]);
182 }
183
184 // Point lights come before spot lights, and a light with only a `Transform`
185 // (no synced `GlobalTransform`) is still collected via the fallback.
186 #[test]
187 fn point_before_spot_and_transform_fallback() {
188 let mut world = World::new();
189 // A point light carrying a GlobalTransform (also registers the component).
190 let p = world.spawn();
191 world.add_component(p, GlobalTransform::default());
192 world.add_component(p, PointLight::new(Vec3::ONE, 5.0, 12.0));
193 // A spot light with ONLY a Transform → must resolve via the Transform fallback.
194 let s = world.spawn();
195 world.add_component(s, Transform::new(Vec3::new(1.0, 2.0, 3.0)));
196 world.add_component(s, SpotLight::new(Vec3::ONE, 7.0, 20.0, 0.3, 0.5));
197
198 let l = collect_scene_lights(&world);
199 assert_eq!(l.num_lights, 2);
200 assert_eq!(l.lights[0].params[1], 0.0, "point light packed first");
201 assert_eq!(l.lights[1].params[1], 1.0, "spot light packed second");
202 // Spot position came from its Transform (GlobalTransform-less) fallback.
203 assert_eq!(l.lights[1].position, [1.0, 2.0, 3.0, 7.0]);
204 // The point light (index 0) owns the single point-shadow cube.
205 assert_eq!(l.shadow_point_index, 0, "first point light is the shadow caster");
206 }
207
208 // With no point light there is no point-shadow caster: the index must be -1 so the
209 // shader (which reads caster_index + 1) sees 0 = "no point shadow this frame" and the
210 // caller skips rendering the cube.
211 #[test]
212 fn no_point_light_has_no_shadow_caster() {
213 let mut world = World::new();
214 let s = world.spawn();
215 world.add_component(s, GlobalTransform::default());
216 world.add_component(s, SpotLight::new(Vec3::ONE, 7.0, 20.0, 0.3, 0.5));
217
218 let l = collect_scene_lights(&world);
219 assert_eq!(l.num_lights, 1);
220 assert_eq!(l.shadow_point_index, -1, "no point light → no point-shadow caster");
221 }
222}