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Implement lightmaps. #10231
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5e593aa
Implement lightmaps.
pcwalton 2dd3d2c
Merge remote-tracking branch 'origin/main' into lightmaps
pcwalton ff21b6c
Remove `MeshLayoutKey` as it conflicts with other work
pcwalton 44a64a9
Rename `uv_a` back to `uv` per consensus
pcwalton 2b6344d
Merge remote-tracking branch 'origin/main' into lightmaps
pcwalton c21aa58
Merge fallout
pcwalton 130e110
Add exposure
pcwalton 403760b
Fix error logged in console
pcwalton 616c004
Update examples/README.md
pcwalton 964caaf
Fix formatting
pcwalton 00364d3
Clippy police
pcwalton dc04e83
Write more comments
pcwalton 3120d53
Undo `generate_custom_mesh` changes
pcwalton ea200cc
Stop using texture arrays for lightmaps
pcwalton acd848f
Merge remote-tracking branch 'origin/main' into lightmaps
pcwalton 97c6501
Break batches as appropriate
pcwalton 4a800f4
Add more docs
pcwalton 7539abf
Get rid of the lightmap fallback
pcwalton 9e9e2dc
Pack the lightmap UVs into uvec2
pcwalton 66bd398
Clippy police
pcwalton d713203
Don't use `bevy_internal`
pcwalton 8358ea5
Fix comment
pcwalton 9a53e16
Remove some old stuff from previous versions of the patch
pcwalton 7cc37e6
Move the lightmap exposure value into the standard material
pcwalton db1bbfe
Merge remote-tracking branch 'origin/main' into lightmaps
pcwalton 6137e62
Get rid of `COPY_SRC`
pcwalton 7829f57
Rename `lightmaps` to singular
pcwalton cd39c04
Address review comments
pcwalton e3ec650
Rework the lightmap extraction to be simpler and easier to understand
pcwalton 98dc107
Update lightmap example description in Cargo.toml
pcwalton 6fedfb2
Clippy police
pcwalton 6d0ed71
Doc police
pcwalton 762a8ed
Merge remote-tracking branch 'origin/main' into lightmaps
pcwalton e2812e8
Move RenderApp stuff to `finish`
pcwalton bc57847
Fix typo in comment and use default()
cart 36be135
Merge remote-tracking branch 'origin/main' into lightmaps
pcwalton 655fd91
Fix silly typo
pcwalton 4057915
Merge remote-tracking branch 'pcwalton/lightmaps' into lightmaps
pcwalton b7281e8
Bake the lightmaps in the example again, adding more bleed between the
pcwalton d561631
Fix prepass
pcwalton a47e589
Remove unneeded `#else` branch in `pbr_fragment.wgsl`
pcwalton ac22e82
Fix Clippy failure
pcwalton a75098e
Revert "Fix Clippy failure"
pcwalton faec5c3
Expose lightmap UVs to the prepass
pcwalton df3c1d6
Merge remote-tracking branch 'origin/main' into lightmaps
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,29 @@ | ||
#define_import_path bevy_pbr::lightmap | ||
|
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#import bevy_pbr::mesh_bindings::mesh | ||
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@group(1) @binding(4) var lightmaps_texture: texture_2d<f32>; | ||
@group(1) @binding(5) var lightmaps_sampler: sampler; | ||
|
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// Samples the lightmap, if any, and returns indirect illumination from it. | ||
fn lightmap(uv: vec2<f32>, exposure: f32, instance_index: u32) -> vec3<f32> { | ||
let packed_uv_rect = mesh[instance_index].lightmap_uv_rect; | ||
let uv_rect = vec4<f32>(vec4<u32>( | ||
packed_uv_rect.x & 0xffffu, | ||
packed_uv_rect.x >> 16u, | ||
packed_uv_rect.y & 0xffffu, | ||
packed_uv_rect.y >> 16u)) / 65535.0; | ||
|
||
let lightmap_uv = mix(uv_rect.xy, uv_rect.zw, uv); | ||
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// Mipmapping lightmaps is usually a bad idea due to leaking across UV | ||
// islands, so there's no harm in using mip level 0 and it lets us avoid | ||
// control flow uniformity problems. | ||
// | ||
// TODO(pcwalton): Consider bicubic filtering. | ||
return textureSampleLevel( | ||
lightmaps_texture, | ||
lightmaps_sampler, | ||
lightmap_uv, | ||
0.0).rgb * exposure; | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,210 @@ | ||
//! Lightmaps, baked lighting textures that can be applied at runtime to provide | ||
//! diffuse global illumination. | ||
//! | ||
//! Bevy doesn't currently have any way to actually bake lightmaps, but they can | ||
//! be baked in an external tool like [Blender](http://blender.org), for example | ||
//! with an addon like [The Lightmapper]. The tools in the [`bevy-baked-gi`] | ||
//! project support other lightmap baking methods. | ||
//! | ||
//! When a [`Lightmap`] component is added to an entity with a [`Mesh`] and a | ||
//! [`StandardMaterial`](crate::StandardMaterial), Bevy applies the lightmap when rendering. The brightness | ||
//! of the lightmap may be controlled with the `lightmap_exposure` field on | ||
//! `StandardMaterial`. | ||
//! | ||
//! During the rendering extraction phase, we extract all lightmaps into the | ||
//! [`RenderLightmaps`] table, which lives in the render world. Mesh bindgroup | ||
//! and mesh uniform creation consults this table to determine which lightmap to | ||
//! supply to the shader. Essentially, the lightmap is a special type of texture | ||
//! that is part of the mesh instance rather than part of the material (because | ||
//! multiple meshes can share the same material, whereas sharing lightmaps is | ||
//! nonsensical). | ||
//! | ||
//! Note that meshes can't be instanced if they use different lightmap textures. | ||
//! If you want to instance a lightmapped mesh, combine the lightmap textures | ||
//! into a single atlas, and set the `uv_rect` field on [`Lightmap`] | ||
//! appropriately. | ||
//! | ||
//! [The Lightmapper]: https://github.com/Naxela/The_Lightmapper | ||
//! | ||
//! [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi | ||
|
||
use bevy_app::{App, Plugin}; | ||
use bevy_asset::{load_internal_asset, AssetId, Handle}; | ||
use bevy_ecs::{ | ||
component::Component, | ||
entity::Entity, | ||
reflect::ReflectComponent, | ||
schedule::IntoSystemConfigs, | ||
system::{Query, Res, ResMut, Resource}, | ||
}; | ||
use bevy_math::{uvec2, vec4, Rect, UVec2}; | ||
use bevy_reflect::{std_traits::ReflectDefault, Reflect}; | ||
use bevy_render::{ | ||
mesh::Mesh, render_asset::RenderAssets, render_resource::Shader, texture::Image, | ||
view::ViewVisibility, Extract, ExtractSchedule, RenderApp, | ||
}; | ||
use bevy_utils::{EntityHashMap, HashSet}; | ||
|
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use crate::RenderMeshInstances; | ||
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/// The ID of the lightmap shader. | ||
pub const LIGHTMAP_SHADER_HANDLE: Handle<Shader> = | ||
Handle::weak_from_u128(285484768317531991932943596447919767152); | ||
|
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/// A plugin that provides an implementation of lightmaps. | ||
pub struct LightmapPlugin; | ||
|
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/// A component that applies baked indirect diffuse global illumination from a | ||
/// lightmap. | ||
/// | ||
/// When assigned to an entity that contains a [`Mesh`] and a | ||
/// [`StandardMaterial`](crate::StandardMaterial), if the mesh has a second UV | ||
/// layer ([`ATTRIBUTE_UV_1`](bevy_render::mesh::Mesh::ATTRIBUTE_UV_1)), then | ||
/// the lightmap will render using those UVs. | ||
#[derive(Component, Clone, Reflect)] | ||
#[reflect(Component, Default)] | ||
pub struct Lightmap { | ||
/// The lightmap texture. | ||
pub image: Handle<Image>, | ||
|
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/// The rectangle within the lightmap texture that the UVs are relative to. | ||
/// | ||
/// The top left coordinate is the `min` part of the rect, and the bottom | ||
/// right coordinate is the `max` part of the rect. The rect ranges from (0, | ||
/// 0) to (1, 1). | ||
/// | ||
/// This field allows lightmaps for a variety of meshes to be packed into a | ||
/// single atlas. | ||
pub uv_rect: Rect, | ||
} | ||
|
||
/// Lightmap data stored in the render world. | ||
/// | ||
/// There is one of these per visible lightmapped mesh instance. | ||
#[derive(Debug)] | ||
pub(crate) struct RenderLightmap { | ||
/// The ID of the lightmap texture. | ||
pub(crate) image: AssetId<Image>, | ||
|
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/// The rectangle within the lightmap texture that the UVs are relative to. | ||
/// | ||
/// The top left coordinate is the `min` part of the rect, and the bottom | ||
/// right coordinate is the `max` part of the rect. The rect ranges from (0, | ||
/// 0) to (1, 1). | ||
pub(crate) uv_rect: Rect, | ||
} | ||
|
||
/// Stores data for all lightmaps in the render world. | ||
/// | ||
/// This is cleared and repopulated each frame during the `extract_lightmaps` | ||
/// system. | ||
#[derive(Default, Resource)] | ||
pub struct RenderLightmaps { | ||
/// The mapping from every lightmapped entity to its lightmap info. | ||
/// | ||
/// Entities without lightmaps, or for which the mesh or lightmap isn't | ||
/// loaded, won't have entries in this table. | ||
pub(crate) render_lightmaps: EntityHashMap<Entity, RenderLightmap>, | ||
|
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/// All active lightmap images in the scene. | ||
/// | ||
/// Gathering all lightmap images into a set makes mesh bindgroup | ||
/// preparation slightly more efficient, because only one bindgroup needs to | ||
/// be created per lightmap texture. | ||
pub(crate) all_lightmap_images: HashSet<AssetId<Image>>, | ||
} | ||
|
||
impl Plugin for LightmapPlugin { | ||
fn build(&self, app: &mut App) { | ||
load_internal_asset!( | ||
app, | ||
LIGHTMAP_SHADER_HANDLE, | ||
"lightmap.wgsl", | ||
Shader::from_wgsl | ||
); | ||
} | ||
|
||
fn finish(&self, app: &mut App) { | ||
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { | ||
return; | ||
}; | ||
|
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render_app.init_resource::<RenderLightmaps>().add_systems( | ||
ExtractSchedule, | ||
extract_lightmaps.after(crate::extract_meshes), | ||
); | ||
} | ||
} | ||
|
||
/// Extracts all lightmaps from the scene and populates the [`RenderLightmaps`] | ||
/// resource. | ||
fn extract_lightmaps( | ||
mut render_lightmaps: ResMut<RenderLightmaps>, | ||
lightmaps: Extract<Query<(Entity, &ViewVisibility, &Lightmap)>>, | ||
render_mesh_instances: Res<RenderMeshInstances>, | ||
images: Res<RenderAssets<Image>>, | ||
meshes: Res<RenderAssets<Mesh>>, | ||
) { | ||
// Clear out the old frame's data. | ||
render_lightmaps.render_lightmaps.clear(); | ||
render_lightmaps.all_lightmap_images.clear(); | ||
|
||
// Loop over each entity. | ||
for (entity, view_visibility, lightmap) in lightmaps.iter() { | ||
// Only process visible entities for which the mesh and lightmap are | ||
// both loaded. | ||
if !view_visibility.get() | ||
|| images.get(&lightmap.image).is_none() | ||
|| !render_mesh_instances | ||
.get(&entity) | ||
.and_then(|mesh_instance| meshes.get(mesh_instance.mesh_asset_id)) | ||
.is_some_and(|mesh| mesh.layout.contains(Mesh::ATTRIBUTE_UV_1.id)) | ||
{ | ||
continue; | ||
} | ||
|
||
// Store information about the lightmap in the render world. | ||
render_lightmaps.render_lightmaps.insert( | ||
entity, | ||
RenderLightmap::new(lightmap.image.id(), lightmap.uv_rect), | ||
); | ||
|
||
// Make a note of the loaded lightmap image so we can efficiently | ||
// process them later during mesh bindgroup creation. | ||
render_lightmaps | ||
.all_lightmap_images | ||
.insert(lightmap.image.id()); | ||
} | ||
} | ||
|
||
impl RenderLightmap { | ||
/// Creates a new lightmap from a texture and a UV rect. | ||
fn new(image: AssetId<Image>, uv_rect: Rect) -> Self { | ||
Self { image, uv_rect } | ||
} | ||
} | ||
|
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/// Packs the lightmap UV rect into 64 bits (4 16-bit unsigned integers). | ||
pub(crate) fn pack_lightmap_uv_rect(maybe_rect: Option<Rect>) -> UVec2 { | ||
match maybe_rect { | ||
Some(rect) => { | ||
let rect_uvec4 = (vec4(rect.min.x, rect.min.y, rect.max.x, rect.max.y) * 65535.0) | ||
.round() | ||
.as_uvec4(); | ||
uvec2( | ||
rect_uvec4.x | (rect_uvec4.y << 16), | ||
rect_uvec4.z | (rect_uvec4.w << 16), | ||
) | ||
} | ||
None => UVec2::ZERO, | ||
} | ||
} | ||
|
||
impl Default for Lightmap { | ||
fn default() -> Self { | ||
Self { | ||
image: Default::default(), | ||
uv_rect: Rect::new(0.0, 0.0, 1.0, 1.0), | ||
} | ||
} | ||
} |
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