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![Screenshot](https://i.imgur.com/A4KzWFq.png) # Objective Lightmaps, textures that store baked global illumination, have been a mainstay of real-time graphics for decades. Bevy currently has no support for them, so this pull request implements them. ## Solution The new `Lightmap` component can be attached to any entity that contains a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be applied in the PBR shader. Because multiple lightmaps are frequently packed into atlases, each lightmap may have its own UV boundaries within its texture. An `exposure` field is also provided, to control the brightness of the lightmap. Note that this PR doesn't provide any way to bake the lightmaps. That can be done with [The Lightmapper] or another solution, such as Unity's Bakery. --- ## Changelog ### Added * A new component, `Lightmap`, is available, for baked global illumination. If your mesh has a second UV channel (UV1), and you attach this component to the entity with that mesh, Bevy will apply the texture referenced in the lightmap. [The Lightmapper]: https://github.com/Naxela/The_Lightmapper --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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#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; | ||
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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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//! 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, | ||
} | ||
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/// 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, | ||
} | ||
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/// 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>>, | ||
} | ||
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impl Plugin for LightmapPlugin { | ||
fn build(&self, app: &mut App) { | ||
load_internal_asset!( | ||
app, | ||
LIGHTMAP_SHADER_HANDLE, | ||
"lightmap.wgsl", | ||
Shader::from_wgsl | ||
); | ||
} | ||
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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), | ||
); | ||
} | ||
} | ||
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/// 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(); | ||
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// 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; | ||
} | ||
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// Store information about the lightmap in the render world. | ||
render_lightmaps.render_lightmaps.insert( | ||
entity, | ||
RenderLightmap::new(lightmap.image.id(), lightmap.uv_rect), | ||
); | ||
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// 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()); | ||
} | ||
} | ||
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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, | ||
} | ||
} | ||
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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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