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bevy_light/
spot_light.rs

1use bevy_asset::Handle;
2use bevy_camera::{
3    primitives::{Frustum, Sphere},
4    visibility::{self, ViewVisibility, Visibility, VisibilityClass, VisibleMeshEntities},
5};
6use bevy_color::Color;
7use bevy_ecs::prelude::*;
8use bevy_image::Image;
9use bevy_math::{primitives::ViewFrustum, Affine3A, Dir3, Mat3, Mat4, Vec3};
10use bevy_reflect::prelude::*;
11use bevy_transform::components::{GlobalTransform, Transform};
12
13use crate::cluster::ClusterVisibilityClass;
14
15/// A light that emits light in a given direction from a central point.
16///
17/// Behaves like a point light in a perfectly absorbent housing that
18/// shines light only in a given direction. The direction is taken from
19/// the transform, and can be specified with [`Transform::looking_at`](Transform::looking_at).
20///
21/// To control the resolution of the shadow maps, use the [`DirectionalLightShadowMap`](`crate::DirectionalLightShadowMap`)  resource.
22#[derive(Component, Debug, Clone, Copy, Reflect)]
23#[reflect(Component, Default, Debug, Clone)]
24#[require(Frustum, VisibleMeshEntities, Transform, Visibility, VisibilityClass)]
25#[component(on_add = visibility::add_visibility_class::<ClusterVisibilityClass>)]
26pub struct SpotLight {
27    /// The color of the light.
28    ///
29    /// By default, this is white.
30    pub color: Color,
31
32    /// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
33    pub intensity: f32,
34
35    /// Range in meters that this light illuminates.
36    ///
37    /// Note that this value affects resolution of the shadow maps; generally, the
38    /// higher you set it, the lower-resolution your shadow maps will be.
39    /// Consequently, you should set this value to be only the size that you need.
40    pub range: f32,
41
42    /// Simulates a light source coming from a spherical volume with the given
43    /// radius.
44    ///
45    /// This affects the size of specular highlights created by this light, as
46    /// well as the soft shadow penumbra size. Because of this, large values may
47    /// not produce the intended result -- for example, light radius does not
48    /// affect shadow softness or diffuse lighting.
49    pub radius: f32,
50
51    /// Whether this light casts shadows.
52    ///
53    /// Note that shadows are rather expensive and become more so with every
54    /// light that casts them. In general, it's best to aggressively limit the
55    /// number of lights with shadows enabled to one or two at most.
56    pub shadow_maps_enabled: bool,
57
58    /// Whether this light casts contact shadows. Cameras must also have the `ContactShadows`
59    /// component.
60    pub contact_shadows_enabled: bool,
61
62    /// Whether soft shadows are enabled.
63    ///
64    /// Soft shadows, also known as *percentage-closer soft shadows* or PCSS,
65    /// cause shadows to become blurrier (i.e. their penumbra increases in
66    /// radius) as they extend away from objects. The blurriness of the shadow
67    /// depends on the [`SpotLight::radius`] of the light; larger lights result in larger
68    /// penumbras and therefore blurrier shadows.
69    ///
70    /// Currently, soft shadows are rather noisy if not using the temporal mode.
71    /// If you enable soft shadows, consider choosing
72    /// [`ShadowFilteringMethod::Temporal`] and enabling temporal antialiasing
73    /// (TAA) to smooth the noise out over time.
74    ///
75    /// Note that soft shadows are significantly more expensive to render than
76    /// hard shadows.
77    ///
78    /// [`ShadowFilteringMethod::Temporal`]: crate::ShadowFilteringMethod::Temporal
79    #[cfg(feature = "experimental_pbr_pcss")]
80    pub soft_shadows_enabled: bool,
81
82    /// Whether this spot light contributes diffuse lighting to meshes with
83    /// lightmaps.
84    ///
85    /// Set this to false if your lightmap baking tool bakes the direct diffuse
86    /// light from this directional light into the lightmaps in order to avoid
87    /// counting the radiance from this light twice. Note that the specular
88    /// portion of the light is always considered, because Bevy currently has no
89    /// means to bake specular light.
90    ///
91    /// By default, this is set to true.
92    pub affects_lightmapped_mesh_diffuse: bool,
93
94    /// A value that adjusts the tradeoff between self-shadowing artifacts and
95    /// proximity of shadows to their casters.
96    ///
97    /// This value frequently must be tuned to the specific scene; this is
98    /// normal and a well-known part of the shadow mapping workflow. If set too
99    /// low, unsightly shadow patterns appear on objects not in shadow as
100    /// objects incorrectly cast shadows on themselves, known as *shadow acne*.
101    /// If set too high, shadows detach from the objects casting them and seem
102    /// to "fly" off the objects, known as *Peter Panning*.
103    pub shadow_depth_bias: f32,
104
105    /// A bias applied along the direction of the fragment's surface normal. It is scaled to the
106    /// shadow map's texel size so that it can be small close to the camera and gets larger further
107    /// away.
108    pub shadow_normal_bias: f32,
109
110    /// The distance from the light to the near Z plane in the shadow map.
111    ///
112    /// Objects closer than this distance to the light won't cast shadows.
113    /// Setting this higher increases the shadow map's precision.
114    ///
115    /// This only has an effect if shadows are enabled.
116    pub shadow_map_near_z: f32,
117
118    /// Angle defining the distance from the spot light direction to the outer limit
119    /// of the light's cone of effect.
120    /// `outer_angle` should be < `PI / 2.0`.
121    /// `PI / 2.0` defines a hemispherical spot light, but shadows become very blocky as the angle
122    /// approaches this limit.
123    pub outer_angle: f32,
124
125    /// Angle defining the distance from the spot light direction to the inner limit
126    /// of the light's cone of effect.
127    /// Light is attenuated from `inner_angle` to `outer_angle` to give a smooth falloff.
128    /// `inner_angle` should be <= `outer_angle`
129    pub inner_angle: f32,
130}
131
132impl SpotLight {
133    /// The default value of [`SpotLight::shadow_depth_bias`].
134    pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.02;
135    /// The default value of [`SpotLight::shadow_normal_bias`].
136    pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 1.8;
137    /// The default value of [`SpotLight::shadow_map_near_z`].
138    pub const DEFAULT_SHADOW_MAP_NEAR_Z: f32 = 0.1;
139}
140
141impl Default for SpotLight {
142    fn default() -> Self {
143        // a quarter arc attenuating from the center
144        Self {
145            color: Color::WHITE,
146            // 1,000,000 lumens is a very large "cinema light" capable of registering brightly at Bevy's
147            // default "very overcast day" exposure level. For "indoor lighting" with a lower exposure,
148            // this would be way too bright.
149            intensity: 1_000_000.0,
150            range: 20.0,
151            radius: 0.0,
152            shadow_maps_enabled: false,
153            contact_shadows_enabled: false,
154            affects_lightmapped_mesh_diffuse: true,
155            shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
156            shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
157            shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
158            inner_angle: 0.0,
159            outer_angle: core::f32::consts::FRAC_PI_4,
160            #[cfg(feature = "experimental_pbr_pcss")]
161            soft_shadows_enabled: false,
162        }
163    }
164}
165
166/// Constructs a right-handed orthonormal basis from a given unit Z vector.
167///
168/// This method of constructing a basis from a [`Vec3`] is used by [`bevy_math::Vec3::any_orthonormal_pair`]
169// we will also construct it in the fragment shader and need our implementations to match exactly,
170// so we reproduce it here to avoid a mismatch if glam changes.
171// See bevy_render/maths.wgsl:orthonormalize
172pub fn orthonormalize(z_basis: Dir3) -> Mat3 {
173    let sign = 1f32.copysign(z_basis.z);
174    let a = -1.0 / (sign + z_basis.z);
175    let b = z_basis.x * z_basis.y * a;
176    let x_basis = Vec3::new(
177        1.0 + sign * z_basis.x * z_basis.x * a,
178        sign * b,
179        -sign * z_basis.x,
180    );
181    let y_basis = Vec3::new(b, sign + z_basis.y * z_basis.y * a, -z_basis.y);
182    Mat3::from_cols(x_basis, y_basis, z_basis.into())
183}
184/// Constructs a right-handed orthonormal basis with translation, using only the forward direction and translation of a given [`GlobalTransform`].
185///
186/// This is a version of [`orthonormalize`] which also includes translation.
187pub fn spot_light_world_from_view(transform: &GlobalTransform) -> Affine3A {
188    // the matrix z_local (opposite of transform.forward())
189    let fwd_dir = transform.back();
190
191    let basis = orthonormalize(fwd_dir);
192    Affine3A::from_mat3_translation(basis, transform.translation())
193}
194
195/// Creates the projection matrix that transforms the light's view space into the light's clip space.
196pub fn spot_light_clip_from_view(angle: f32, near_z: f32) -> Mat4 {
197    // spot light projection FOV is 2x the angle from spot light center to outer edge
198    Mat4::perspective_infinite_reverse_rh(angle * 2.0, 1.0, near_z)
199}
200
201/// Add to a [`SpotLight`] to add a light texture effect.
202/// A texture mask is applied to the light source to modulate its intensity,  
203/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
204#[derive(Clone, Component, Debug, Reflect, FromTemplate)]
205#[reflect(Component, Debug)]
206#[require(SpotLight)]
207pub struct SpotLightTexture {
208    /// The texture image. Only the R channel is read.
209    /// Note the border of the image should be entirely black to avoid leaking light.
210    pub image: Handle<Image>,
211}
212
213/// A system that updates the bounding [`Sphere`] for changed spot lights.
214///
215/// The [`Sphere`] component is used for frustum culling.
216pub fn update_spot_light_bounding_spheres(
217    mut commands: Commands,
218    spot_lights_query: Query<
219        (Entity, &SpotLight, &GlobalTransform),
220        Or<(Changed<SpotLight>, Changed<GlobalTransform>)>,
221    >,
222) {
223    for (spot_light_entity, spot_light, global_transform) in &spot_lights_query {
224        commands.entity(spot_light_entity).insert(Sphere {
225            center: global_transform.translation_vec3a(),
226            radius: spot_light.range,
227        });
228    }
229}
230
231/// Updates the frusta for all visible shadow mapped [`SpotLight`]s.
232pub fn update_spot_light_frusta(
233    mut views: Query<
234        (&GlobalTransform, &SpotLight, &mut Frustum, &ViewVisibility),
235        Or<(
236            Changed<GlobalTransform>,
237            Changed<SpotLight>,
238            Changed<ViewVisibility>,
239        )>,
240    >,
241) {
242    for (transform, spot_light, mut frustum, view_visibility) in &mut views {
243        // The frusta are used for culling meshes to the light for shadow mapping
244        // so if shadow mapping is disabled for this light, then the frusta are
245        // not needed.
246        // Also, if the light is not relevant for any cluster, it will not be in the
247        // global lights set and so there is no need to update its frusta.
248        if !spot_light.shadow_maps_enabled || !view_visibility.get() {
249            continue;
250        }
251
252        // ignore scale because we don't want to effectively scale light radius and range
253        // by applying those as a view transform to shadow map rendering of objects
254        let view_backward = transform.back();
255
256        let spot_world_from_view = spot_light_world_from_view(transform);
257        let spot_clip_from_view =
258            spot_light_clip_from_view(spot_light.outer_angle, spot_light.shadow_map_near_z);
259        let clip_from_world = spot_clip_from_view * spot_world_from_view.inverse();
260
261        *frustum = Frustum(ViewFrustum::from_clip_from_world_custom_far(
262            &clip_from_world,
263            &transform.translation(),
264            &view_backward,
265            spot_light.range,
266        ));
267    }
268}