diff --git a/crates/bevy_pbr/src/light.rs b/crates/bevy_pbr/src/light.rs index 90eda98082ae0..69eddb985944e 100644 --- a/crates/bevy_pbr/src/light.rs +++ b/crates/bevy_pbr/src/light.rs @@ -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), diff --git a/crates/bevy_pbr/src/render/light.rs b/crates/bevy_pbr/src/render/light.rs index aa23d63568e3e..a1b527faa5e54 100644 --- a/crates/bevy_pbr/src/render/light.rs +++ b/crates/bevy_pbr/src/render/light.rs @@ -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; @@ -704,8 +697,17 @@ pub fn prepare_lights( let mut point_lights: Vec<_> = point_lights.iter().collect::>(); + #[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), @@ -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 { @@ -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, @@ -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