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increase the maximum number of point lights with shadows to the max s…
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…upported by the device (#4435)

# Objective

- Being limited to 10 pointlights with shadow is very limiting

## Solution

- Raise the limit
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mockersf committed Apr 7, 2022
1 parent 8268e7f commit 4feb0d5
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Showing 2 changed files with 14 additions and 12 deletions.
2 changes: 1 addition & 1 deletion crates/bevy_pbr/src/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -655,7 +655,7 @@ fn cluster_space_light_aabb(
}

// Sort point lights with shadows enabled first, then by a stable key so that the index
// can be used to render at most `MAX_POINT_LIGHT_SHADOW_MAPS` point light shadows and
// can be used to limit the number of point light shadows to render based on the device and
// we keep a stable set of lights visible
pub(crate) fn point_light_order(
(entity_1, shadows_enabled_1): (&Entity, &bool),
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24 changes: 13 additions & 11 deletions crates/bevy_pbr/src/render/light.rs
Original file line number Diff line number Diff line change
Expand Up @@ -220,14 +220,7 @@ pub struct GpuLights {

// NOTE: this must be kept in sync with the same constants in pbr.frag
pub const MAX_UNIFORM_BUFFER_POINT_LIGHTS: usize = 256;
// FIXME: How should we handle shadows for clustered forward? Limiting to maximum 10
// point light shadow maps for now
#[cfg(feature = "webgl")]
pub const MAX_POINT_LIGHT_SHADOW_MAPS: usize = 1;
#[cfg(not(feature = "webgl"))]
pub const MAX_POINT_LIGHT_SHADOW_MAPS: usize = 10;
pub const MAX_DIRECTIONAL_LIGHTS: usize = 1;
pub const POINT_SHADOW_LAYERS: u32 = (6 * MAX_POINT_LIGHT_SHADOW_MAPS) as u32;
pub const DIRECTIONAL_SHADOW_LAYERS: u32 = MAX_DIRECTIONAL_LIGHTS as u32;
pub const SHADOW_FORMAT: TextureFormat = TextureFormat::Depth32Float;

Expand Down Expand Up @@ -704,8 +697,17 @@ pub fn prepare_lights(

let mut point_lights: Vec<_> = point_lights.iter().collect::<Vec<_>>();

#[cfg(not(feature = "webgl"))]
let max_point_light_shadow_maps = point_lights
.iter()
.filter(|light| light.1.shadows_enabled)
.count()
.min((render_device.limits().max_texture_array_layers / 6) as usize);
#[cfg(feature = "webgl")]
let max_point_light_shadow_maps = 1;

// Sort point lights with shadows enabled first, then by a stable key so that the index can be used
// to render at most `MAX_POINT_LIGHT_SHADOW_MAPS` point light shadows.
// to render at most `max_point_light_shadow_maps` point light shadows.
point_lights.sort_by(|(entity_1, light_1), (entity_2, light_2)| {
point_light_order(
(entity_1, &light_1.shadows_enabled),
Expand All @@ -723,7 +725,7 @@ pub fn prepare_lights(
for (index, &(entity, light)) in point_lights.iter().enumerate() {
let mut flags = PointLightFlags::NONE;
// Lights are sorted, shadow enabled lights are first
if light.shadows_enabled && index < MAX_POINT_LIGHT_SHADOW_MAPS {
if light.shadows_enabled && index < max_point_light_shadow_maps {
flags |= PointLightFlags::SHADOWS_ENABLED;
}
gpu_point_lights.push(GpuPointLight {
Expand Down Expand Up @@ -759,7 +761,7 @@ pub fn prepare_lights(
size: Extent3d {
width: point_light_shadow_map.size as u32,
height: point_light_shadow_map.size as u32,
depth_or_array_layers: POINT_SHADOW_LAYERS,
depth_or_array_layers: max_point_light_shadow_maps.max(1) as u32 * 6,
},
mip_level_count: 1,
sample_count: 1,
Expand Down Expand Up @@ -816,7 +818,7 @@ pub fn prepare_lights(
for &(light_entity, light) in point_lights
.iter()
// Lights are sorted, shadow enabled lights are first
.take(MAX_POINT_LIGHT_SHADOW_MAPS)
.take(max_point_light_shadow_maps)
.filter(|(_, light)| light.shadows_enabled)
{
let light_index = *global_light_meta
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