bevy_pbr/light/point_light.rs
1use bevy_render::view::{self, Visibility};
2
3use super::*;
4
5/// A light that emits light in all directions from a central point.
6///
7/// Real-world values for `intensity` (luminous power in lumens) based on the electrical power
8/// consumption of the type of real-world light are:
9///
10/// | Luminous Power (lumen) (i.e. the intensity member) | Incandescent non-halogen (Watts) | Incandescent halogen (Watts) | Compact fluorescent (Watts) | LED (Watts) |
11/// |------|-----|----|--------|-------|
12/// | 200 | 25 | | 3-5 | 3 |
13/// | 450 | 40 | 29 | 9-11 | 5-8 |
14/// | 800 | 60 | | 13-15 | 8-12 |
15/// | 1100 | 75 | 53 | 18-20 | 10-16 |
16/// | 1600 | 100 | 72 | 24-28 | 14-17 |
17/// | 2400 | 150 | | 30-52 | 24-30 |
18/// | 3100 | 200 | | 49-75 | 32 |
19/// | 4000 | 300 | | 75-100 | 40.5 |
20///
21/// Source: [Wikipedia](https://en.wikipedia.org/wiki/Lumen_(unit)#Lighting)
22///
23/// ## Shadows
24///
25/// To enable shadows, set the `shadows_enabled` property to `true`.
26///
27/// To control the resolution of the shadow maps, use the [`PointLightShadowMap`] resource.
28#[derive(Component, Debug, Clone, Copy, Reflect)]
29#[reflect(Component, Default, Debug, Clone)]
30#[require(
31 CubemapFrusta,
32 CubemapVisibleEntities,
33 Transform,
34 Visibility,
35 VisibilityClass
36)]
37#[component(on_add = view::add_visibility_class::<LightVisibilityClass>)]
38pub struct PointLight {
39 /// The color of this light source.
40 pub color: Color,
41
42 /// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
43 pub intensity: f32,
44
45 /// Cut-off for the light's area-of-effect. Fragments outside this range will not be affected by
46 /// this light at all, so it's important to tune this together with `intensity` to prevent hard
47 /// lighting cut-offs.
48 pub range: f32,
49
50 /// Simulates a light source coming from a spherical volume with the given
51 /// radius.
52 ///
53 /// This affects the size of specular highlights created by this light, as
54 /// well as the soft shadow penumbra size. Because of this, large values may
55 /// not produce the intended result -- for example, light radius does not
56 /// affect shadow softness or diffuse lighting.
57 pub radius: f32,
58
59 /// Whether this light casts shadows.
60 pub 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 [`PointLight::radius`] of the light; larger lights result
68 /// in larger 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 #[cfg(feature = "experimental_pbr_pcss")]
78 pub soft_shadows_enabled: bool,
79
80 /// Whether this point light contributes diffuse lighting to meshes with
81 /// lightmaps.
82 ///
83 /// Set this to false if your lightmap baking tool bakes the direct diffuse
84 /// light from this point light into the lightmaps in order to avoid
85 /// counting the radiance from this light twice. Note that the specular
86 /// portion of the light is always considered, because Bevy currently has no
87 /// means to bake specular light.
88 ///
89 /// By default, this is set to true.
90 pub affects_lightmapped_mesh_diffuse: bool,
91
92 /// A bias used when sampling shadow maps to avoid "shadow-acne", or false shadow occlusions
93 /// that happen as a result of shadow-map fragments not mapping 1:1 to screen-space fragments.
94 /// Too high of a depth bias can lead to shadows detaching from their casters, or
95 /// "peter-panning". This bias can be tuned together with `shadow_normal_bias` to correct shadow
96 /// artifacts for a given scene.
97 pub shadow_depth_bias: f32,
98
99 /// A bias applied along the direction of the fragment's surface normal. It is scaled to the
100 /// shadow map's texel size so that it can be small close to the camera and gets larger further
101 /// away.
102 pub shadow_normal_bias: f32,
103
104 /// The distance from the light to near Z plane in the shadow map.
105 ///
106 /// Objects closer than this distance to the light won't cast shadows.
107 /// Setting this higher increases the shadow map's precision.
108 ///
109 /// This only has an effect if shadows are enabled.
110 pub shadow_map_near_z: f32,
111}
112
113impl Default for PointLight {
114 fn default() -> Self {
115 PointLight {
116 color: Color::WHITE,
117 // 1,000,000 lumens is a very large "cinema light" capable of registering brightly at Bevy's
118 // default "very overcast day" exposure level. For "indoor lighting" with a lower exposure,
119 // this would be way too bright.
120 intensity: 1_000_000.0,
121 range: 20.0,
122 radius: 0.0,
123 shadows_enabled: false,
124 affects_lightmapped_mesh_diffuse: true,
125 shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
126 shadow_normal_bias: Self::DEFAULT_SHADOW_NORMAL_BIAS,
127 shadow_map_near_z: Self::DEFAULT_SHADOW_MAP_NEAR_Z,
128 #[cfg(feature = "experimental_pbr_pcss")]
129 soft_shadows_enabled: false,
130 }
131 }
132}
133
134impl PointLight {
135 pub const DEFAULT_SHADOW_DEPTH_BIAS: f32 = 0.08;
136 pub const DEFAULT_SHADOW_NORMAL_BIAS: f32 = 0.6;
137 pub const DEFAULT_SHADOW_MAP_NEAR_Z: f32 = 0.1;
138}