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Rename "point light" to "clusterable object" in cluster contexts. (#1…
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…3654)

We want to use the clustering infrastructure for light probes and decals
as well, not just point lights. This patch builds on top of #13640 and
performs the rename.

To make this series easier to review, this patch makes no code changes.
Only identifiers and comments are modified.

## Migration Guide

* In the PBR shaders, `point_lights` is now known as
`clusterable_objects`, `PointLight` is now known as `ClusterableObject`,
and `cluster_light_index_lists` is now known as
`clusterable_object_index_lists`.
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pcwalton committed Jun 4, 2024
1 parent ab2add6 commit ad68722
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Showing 13 changed files with 439 additions and 355 deletions.
418 changes: 226 additions & 192 deletions crates/bevy_pbr/src/cluster/assign.rs

Large diffs are not rendered by default.

239 changes: 135 additions & 104 deletions crates/bevy_pbr/src/cluster/mod.rs

Large diffs are not rendered by default.

6 changes: 3 additions & 3 deletions crates/bevy_pbr/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -298,7 +298,7 @@ impl Plugin for PbrPlugin {
.register_type::<FogSettings>()
.register_type::<ShadowFilteringMethod>()
.init_resource::<AmbientLight>()
.init_resource::<GlobalVisiblePointLights>()
.init_resource::<GlobalVisibleClusterableObjects>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.register_type::<DefaultOpaqueRendererMethod>()
Expand Down Expand Up @@ -339,7 +339,7 @@ impl Plugin for PbrPlugin {
PostUpdate,
(
add_clusters.in_set(SimulationLightSystems::AddClusters),
crate::assign_lights_to_clusters
crate::assign_objects_to_clusters
.in_set(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CheckVisibility)
Expand Down Expand Up @@ -427,7 +427,7 @@ impl Plugin for PbrPlugin {
// Extract the required data from the main world
render_app
.init_resource::<ShadowSamplers>()
.init_resource::<GlobalLightMeta>();
.init_resource::<GlobalClusterableObjectMeta>();
}
}

Expand Down
6 changes: 3 additions & 3 deletions crates/bevy_pbr/src/light/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -561,7 +561,7 @@ pub fn update_directional_light_frusta(

// NOTE: Run this after assign_lights_to_clusters!
pub fn update_point_light_frusta(
global_lights: Res<GlobalVisiblePointLights>,
global_lights: Res<GlobalVisibleClusterableObjects>,
mut views: Query<
(Entity, &GlobalTransform, &PointLight, &mut CubemapFrusta),
Or<(Changed<GlobalTransform>, Changed<PointLight>)>,
Expand Down Expand Up @@ -605,7 +605,7 @@ pub fn update_point_light_frusta(
}

pub fn update_spot_light_frusta(
global_lights: Res<GlobalVisiblePointLights>,
global_lights: Res<GlobalVisibleClusterableObjects>,
mut views: Query<
(Entity, &GlobalTransform, &SpotLight, &mut Frustum),
Or<(Changed<GlobalTransform>, Changed<SpotLight>)>,
Expand Down Expand Up @@ -639,7 +639,7 @@ pub fn update_spot_light_frusta(
}

pub fn check_light_mesh_visibility(
visible_point_lights: Query<&VisiblePointLights>,
visible_point_lights: Query<&VisibleClusterableObjects>,
mut point_lights: Query<(
&PointLight,
&GlobalTransform,
Expand Down
34 changes: 22 additions & 12 deletions crates/bevy_pbr/src/render/clustered_forward.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -53,13 +53,14 @@ fn unpack_offset_and_counts(cluster_index: u32) -> vec3<u32> {
#endif
}

fn get_light_id(index: u32) -> u32 {
fn get_clusterable_object_id(index: u32) -> u32 {
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
return bindings::cluster_light_index_lists.data[index];
return bindings::clusterable_object_index_lists.data[index];
#else
// The index is correct but in cluster_light_index_lists we pack 4 u8s into a u32
// This means the index into cluster_light_index_lists is index / 4
let indices = bindings::cluster_light_index_lists.data[index >> 4u][(index >> 2u) & ((1u << 2u) - 1u)];
// The index is correct but in clusterable_object_index_lists we pack 4 u8s into a u32
// This means the index into clusterable_object_index_lists is index / 4
let indices = bindings::clusterable_object_index_lists.data[index >> 4u][(index >> 2u) &
((1u << 2u) - 1u)];
// And index % 4 gives the sub-index of the u8 within the u32 so we shift by 8 * sub-index
return (indices >> (8u * (index & ((1u << 2u) - 1u)))) & ((1u << 8u) - 1u);
#endif
Expand Down Expand Up @@ -93,14 +94,23 @@ fn cluster_debug_visualization(
output_color.a
);
#endif // CLUSTERED_FORWARD_DEBUG_Z_SLICES
#ifdef CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY
// NOTE: This debug mode visualises the number of lights within the cluster that contains
// the fragment. It shows a sort of lighting complexity measure.
#ifdef CLUSTERED_FORWARD_DEBUG_CLUSTER_COMPLEXITY
// NOTE: This debug mode visualises the number of clusterable objects within
// the cluster that contains the fragment. It shows a sort of cluster
// complexity measure.
let cluster_overlay_alpha = 0.1;
let max_light_complexity_per_cluster = 64.0;
output_color.r = (1.0 - cluster_overlay_alpha) * output_color.r + cluster_overlay_alpha * smoothStep(0.0, max_light_complexity_per_cluster, f32(offset_and_counts[1] + offset_and_counts[2]));
output_color.g = (1.0 - cluster_overlay_alpha) * output_color.g + cluster_overlay_alpha * (1.0 - smoothStep(0.0, max_light_complexity_per_cluster, f32(offset_and_counts[1] + offset_and_counts[2])));
#endif // CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY
let max_complexity_per_cluster = 64.0;
output_color.r = (1.0 - cluster_overlay_alpha) * output_color.r + cluster_overlay_alpha *
smoothStep(
0.0,
max_complexity_per_cluster,
f32(offset_and_counts[1] + offset_and_counts[2]));
output_color.g = (1.0 - cluster_overlay_alpha) * output_color.g + cluster_overlay_alpha *
(1.0 - smoothStep(
0.0,
max_complexity_per_cluster,
f32(offset_and_counts[1] + offset_and_counts[2])));
#endif // CLUSTERED_FORWARD_DEBUG_CLUSTER_COMPLEXITY
#ifdef CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY
// NOTE: Visualizes the cluster to which the fragment belongs
let cluster_overlay_alpha = 0.1;
Expand Down
14 changes: 8 additions & 6 deletions crates/bevy_pbr/src/render/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -173,7 +173,7 @@ pub fn extract_lights(
mut commands: Commands,
point_light_shadow_map: Extract<Res<PointLightShadowMap>>,
directional_light_shadow_map: Extract<Res<DirectionalLightShadowMap>>,
global_point_lights: Extract<Res<GlobalVisiblePointLights>>,
global_point_lights: Extract<Res<GlobalVisibleClusterableObjects>>,
point_lights: Extract<
Query<(
&PointLight,
Expand Down Expand Up @@ -513,7 +513,7 @@ pub fn prepare_lights(
mut texture_cache: ResMut<TextureCache>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut global_light_meta: ResMut<GlobalLightMeta>,
mut global_light_meta: ResMut<GlobalClusterableObjectMeta>,
mut light_meta: ResMut<LightMeta>,
views: Query<(
Entity,
Expand Down Expand Up @@ -634,7 +634,7 @@ pub fn prepare_lights(
// point light shadows and `spot_light_shadow_maps_count` spot light shadow maps,
// - then by entity as a stable key to ensure that a consistent set of lights are chosen if the light count limit is exceeded.
point_lights.sort_by(|(entity_1, light_1, _), (entity_2, light_2, _)| {
crate::cluster::point_light_order(
crate::cluster::clusterable_object_order(
(
entity_1,
&light_1.shadows_enabled,
Expand Down Expand Up @@ -714,7 +714,7 @@ pub fn prepare_lights(
}
};

gpu_point_lights.push(GpuPointLight {
gpu_point_lights.push(GpuClusterableObject {
light_custom_data,
// premultiply color by intensity
// we don't use the alpha at all, so no reason to multiply only [0..3]
Expand Down Expand Up @@ -779,9 +779,11 @@ pub fn prepare_lights(
}
}

global_light_meta.gpu_point_lights.set(gpu_point_lights);
global_light_meta
.gpu_point_lights
.gpu_clusterable_objects
.set(gpu_point_lights);
global_light_meta
.gpu_clusterable_objects
.write_buffer(&render_device, &render_queue);

live_shadow_mapping_lights.clear();
Expand Down
33 changes: 20 additions & 13 deletions crates/bevy_pbr/src/render/mesh_view_bindings.rs
Original file line number Diff line number Diff line change
Expand Up @@ -41,9 +41,9 @@ use crate::{
self, IrradianceVolume, RenderViewIrradianceVolumeBindGroupEntries,
IRRADIANCE_VOLUMES_ARE_USABLE,
},
prepass, FogMeta, GlobalLightMeta, GpuFog, GpuLights, GpuPointLights, LightMeta,
LightProbesBuffer, LightProbesUniform, MeshPipeline, MeshPipelineKey, RenderViewLightProbes,
ScreenSpaceAmbientOcclusionTextures, ScreenSpaceReflectionsBuffer,
prepass, FogMeta, GlobalClusterableObjectMeta, GpuClusterableObjects, GpuFog, GpuLights,
LightMeta, LightProbesBuffer, LightProbesUniform, MeshPipeline, MeshPipelineKey,
RenderViewLightProbes, ScreenSpaceAmbientOcclusionTextures, ScreenSpaceReflectionsBuffer,
ScreenSpaceReflectionsUniform, ShadowSamplers, ViewClusterBindings, ViewShadowBindings,
CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT,
};
Expand Down Expand Up @@ -229,13 +229,13 @@ fn layout_entries(
),
// Directional Shadow Texture Array Sampler
(5, sampler(SamplerBindingType::Comparison)),
// PointLights
// ClusterableObjects
(
6,
buffer_layout(
clustered_forward_buffer_binding_type,
false,
Some(GpuPointLights::min_size(
Some(GpuClusterableObjects::min_size(
clustered_forward_buffer_binding_type,
)),
),
Expand All @@ -246,9 +246,11 @@ fn layout_entries(
buffer_layout(
clustered_forward_buffer_binding_type,
false,
Some(ViewClusterBindings::min_size_cluster_light_index_lists(
clustered_forward_buffer_binding_type,
)),
Some(
ViewClusterBindings::min_size_clusterable_object_index_lists(
clustered_forward_buffer_binding_type,
),
),
),
),
// ClusterOffsetsAndCounts
Expand Down Expand Up @@ -446,7 +448,7 @@ pub fn prepare_mesh_view_bind_groups(
mesh_pipeline: Res<MeshPipeline>,
shadow_samplers: Res<ShadowSamplers>,
light_meta: Res<LightMeta>,
global_light_meta: Res<GlobalLightMeta>,
global_light_meta: Res<GlobalClusterableObjectMeta>,
fog_meta: Res<FogMeta>,
view_uniforms: Res<ViewUniforms>,
views: Query<(
Expand Down Expand Up @@ -476,7 +478,7 @@ pub fn prepare_mesh_view_bind_groups(
if let (
Some(view_binding),
Some(light_binding),
Some(point_light_binding),
Some(clusterable_objects_binding),
Some(globals),
Some(fog_binding),
Some(light_probes_binding),
Expand All @@ -485,7 +487,7 @@ pub fn prepare_mesh_view_bind_groups(
) = (
view_uniforms.uniforms.binding(),
light_meta.view_gpu_lights.binding(),
global_light_meta.gpu_point_lights.binding(),
global_light_meta.gpu_clusterable_objects.binding(),
globals_buffer.buffer.binding(),
fog_meta.gpu_fogs.binding(),
light_probes_buffer.binding(),
Expand Down Expand Up @@ -524,8 +526,13 @@ pub fn prepare_mesh_view_bind_groups(
(3, &shadow_samplers.point_light_sampler),
(4, &shadow_bindings.directional_light_depth_texture_view),
(5, &shadow_samplers.directional_light_sampler),
(6, point_light_binding.clone()),
(7, cluster_bindings.light_index_lists_binding().unwrap()),
(6, clusterable_objects_binding.clone()),
(
7,
cluster_bindings
.clusterable_object_index_lists_binding()
.unwrap(),
),
(8, cluster_bindings.offsets_and_counts_binding().unwrap()),
(9, globals.clone()),
(10, fog_binding.clone()),
Expand Down
8 changes: 4 additions & 4 deletions crates/bevy_pbr/src/render/mesh_view_bindings.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -22,12 +22,12 @@
@group(0) @binding(5) var directional_shadow_textures_sampler: sampler_comparison;

#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
@group(0) @binding(6) var<storage> point_lights: types::PointLights;
@group(0) @binding(7) var<storage> cluster_light_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(6) var<storage> clusterable_objects: types::ClusterableObjects;
@group(0) @binding(7) var<storage> clusterable_object_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(8) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#else
@group(0) @binding(6) var<uniform> point_lights: types::PointLights;
@group(0) @binding(7) var<uniform> cluster_light_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(6) var<uniform> clusterable_objects: types::ClusterableObjects;
@group(0) @binding(7) var<uniform> clusterable_object_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(8) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#endif

Expand Down
12 changes: 6 additions & 6 deletions crates/bevy_pbr/src/render/mesh_view_types.wgsl
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#define_import_path bevy_pbr::mesh_view_types

struct PointLight {
struct ClusterableObject {
// For point lights: the lower-right 2x2 values of the projection matrix [2][2] [2][3] [3][2] [3][3]
// For spot lights: the direction (x,z), spot_scale and spot_offset
light_custom_data: vec4<f32>,
Expand Down Expand Up @@ -88,8 +88,8 @@ const FOG_MODE_EXPONENTIAL_SQUARED: u32 = 3u;
const FOG_MODE_ATMOSPHERIC: u32 = 4u;

#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
struct PointLights {
data: array<PointLight>,
struct ClusterableObjects {
data: array<ClusterableObject>,
};
struct ClusterLightIndexLists {
data: array<u32>,
Expand All @@ -98,11 +98,11 @@ struct ClusterOffsetsAndCounts {
data: array<vec4<u32>>,
};
#else
struct PointLights {
data: array<PointLight, 256u>,
struct ClusterableObjects {
data: array<ClusterableObject, 256u>,
};
struct ClusterLightIndexLists {
// each u32 contains 4 u8 indices into the PointLights array
// each u32 contains 4 u8 indices into the ClusterableObjects array
data: array<vec4<u32>, 1024u>,
};
struct ClusterOffsetsAndCounts {
Expand Down
12 changes: 6 additions & 6 deletions crates/bevy_pbr/src/render/pbr_functions.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -410,10 +410,10 @@ fn apply_pbr_lighting(

// Point lights (direct)
for (var i: u32 = offset_and_counts[0]; i < offset_and_counts[0] + offset_and_counts[1]; i = i + 1u) {
let light_id = clustering::get_light_id(i);
let light_id = clustering::get_clusterable_object_id(i);
var shadow: f32 = 1.0;
if ((in.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
&& (view_bindings::point_lights.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
&& (view_bindings::clusterable_objects.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = shadows::fetch_point_shadow(light_id, in.world_position, in.world_normal);
}

Expand All @@ -432,7 +432,7 @@ fn apply_pbr_lighting(
// F0 = vec3<f32>(0.0)
var transmitted_shadow: f32 = 1.0;
if ((in.flags & (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)) == (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)
&& (view_bindings::point_lights.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
&& (view_bindings::clusterable_objects.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
transmitted_shadow = shadows::fetch_point_shadow(light_id, diffuse_transmissive_lobe_world_position, -in.world_normal);
}

Expand All @@ -444,11 +444,11 @@ fn apply_pbr_lighting(

// Spot lights (direct)
for (var i: u32 = offset_and_counts[0] + offset_and_counts[1]; i < offset_and_counts[0] + offset_and_counts[1] + offset_and_counts[2]; i = i + 1u) {
let light_id = clustering::get_light_id(i);
let light_id = clustering::get_clusterable_object_id(i);

var shadow: f32 = 1.0;
if ((in.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
&& (view_bindings::point_lights.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
&& (view_bindings::clusterable_objects.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = shadows::fetch_spot_shadow(light_id, in.world_position, in.world_normal);
}

Expand All @@ -467,7 +467,7 @@ fn apply_pbr_lighting(
// F0 = vec3<f32>(0.0)
var transmitted_shadow: f32 = 1.0;
if ((in.flags & (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)) == (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)
&& (view_bindings::point_lights.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
&& (view_bindings::clusterable_objects.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
transmitted_shadow = shadows::fetch_spot_shadow(light_id, diffuse_transmissive_lobe_world_position, -in.world_normal);
}

Expand Down
4 changes: 2 additions & 2 deletions crates/bevy_pbr/src/render/pbr_lighting.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -447,7 +447,7 @@ fn point_light(light_id: u32, input: ptr<function, LightingInput>) -> vec3<f32>
let N = (*input).layers[LAYER_BASE].N;
let V = (*input).V;

let light = &view_bindings::point_lights.data[light_id];
let light = &view_bindings::clusterable_objects.data[light_id];
let light_to_frag = (*light).position_radius.xyz - P;
let L = normalize(light_to_frag);
let distance_square = dot(light_to_frag, light_to_frag);
Expand Down Expand Up @@ -540,7 +540,7 @@ fn spot_light(light_id: u32, input: ptr<function, LightingInput>) -> vec3<f32> {
// reuse the point light calculations
let point_light = point_light(light_id, input);

let light = &view_bindings::point_lights.data[light_id];
let light = &view_bindings::clusterable_objects.data[light_id];

// reconstruct spot dir from x/z and y-direction flag
var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y);
Expand Down
4 changes: 2 additions & 2 deletions crates/bevy_pbr/src/render/shadows.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@
const flip_z: vec3<f32> = vec3<f32>(1.0, 1.0, -1.0);

fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>) -> f32 {
let light = &view_bindings::point_lights.data[light_id];
let light = &view_bindings::clusterable_objects.data[light_id];

// because the shadow maps align with the axes and the frustum planes are at 45 degrees
// we can get the worldspace depth by taking the largest absolute axis
Expand Down Expand Up @@ -47,7 +47,7 @@ fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: v
}

fn fetch_spot_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>) -> f32 {
let light = &view_bindings::point_lights.data[light_id];
let light = &view_bindings::clusterable_objects.data[light_id];

let surface_to_light = (*light).position_radius.xyz - frag_position.xyz;

Expand Down
4 changes: 2 additions & 2 deletions examples/stress_tests/many_lights.rs
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ use bevy::{
color::palettes::css::DEEP_PINK,
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
math::{DVec2, DVec3},
pbr::{ExtractedPointLight, GlobalLightMeta},
pbr::{ExtractedPointLight, GlobalClusterableObjectMeta},
prelude::*,
render::{camera::ScalingMode, Render, RenderApp, RenderSet},
window::{PresentMode, WindowResolution},
Expand Down Expand Up @@ -170,7 +170,7 @@ fn print_visible_light_count(
time: Res<Time>,
mut timer: Local<PrintingTimer>,
visible: Query<&ExtractedPointLight>,
global_light_meta: Res<GlobalLightMeta>,
global_light_meta: Res<GlobalClusterableObjectMeta>,
) {
timer.0.tick(time.delta());

Expand Down

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