Commit graph

5 commits

Author SHA1 Message Date
robtfm
575ea81d7b add Visibility for lights (#3958)
# Objective

Add Visibility for lights

## Solution

- add Visibility to PointLightBundle and DirectionLightBundle
- filter lights used by Visibility.is_visible

note: includes changes from #3916 due to overlap, will be cleaner after that is merged
2022-03-05 03:23:01 +00:00
Robert Swain
85b7589388 bevy_gltf: Add support for loading lights (#3506)
# Objective

- Add support for loading lights from glTF 2.0 files

## Solution

- This adds support for the KHR_punctual_lights extension which supports point, directional, and spot lights, though we don't yet support spot lights.
- Inserting light bundles when creating scenes required registering some more light bundle component types.
2022-01-03 07:59:25 +00:00
Carter Anderson
963e2f08a2 Materials and MaterialPlugin (#3428)
This adds "high level" `Material` and `SpecializedMaterial` traits, which can be used with a `MaterialPlugin<T: SpecializedMaterial>`. `MaterialPlugin` automatically registers the appropriate resources, draw functions, and queue systems. The `Material` trait is simpler, and should cover most use cases. `SpecializedMaterial` is like `Material`, but it also requires defining a "specialization key" (see #3031). `Material` has a trivial blanket impl of `SpecializedMaterial`, which allows us to use the same types + functions for both.

This makes defining custom 3d materials much simpler (see the `shader_material` example diff) and ensures consistent behavior across all 3d materials (both built in and custom). I ported the built in `StandardMaterial` to `MaterialPlugin`. There is also a new `MaterialMeshBundle<T: SpecializedMaterial>`, which `PbrBundle` aliases to.
2021-12-25 21:45:43 +00:00
François
c825fda74a add default standard material in PbrBundle (#3325)
# Objective

- Fix #3323 


## Solution

- Add a default standard material that is very visible. It is similar to the previous standard material that was used

<img width="1392" alt="Screenshot 2021-12-14 at 15 39 01" src="https://user-images.githubusercontent.com/8672791/146019401-ed4b5fc1-7cce-4a8f-a511-a6f9665a51d7.png">



Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-14 23:04:26 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Renamed from pipelined/bevy_pbr2/src/bundle.rs (Browse further)