bevy/pipelined
Robert Swain a7729319cc Per-light toggleable shadow mapping (#3126)
# Objective

Allow shadow mapping to be enabled/disabled per-light.

## Solution

- NOTE: This PR is on top of https://github.com/bevyengine/bevy/pull/3072
- Add `shadows_enabled` boolean property to `PointLight` and `DirectionalLight` components.
- Do not update the frusta for the light if shadows are disabled.
- Do not check for visible entities for the light if shadows are disabled.
- Do not fetch shadows for lights with shadows disabled.
- I reworked a few types for clarity: `ViewLight` -> `ShadowView`, the bulk of `ViewLights` members -> `ViewShadowBindings`, the entities Vec in `ViewLights` -> `ViewLightEntities`, the uniform offset in `ViewLights` for `GpuLights` -> `ViewLightsUniformOffset`

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-19 21:16:58 +00:00
..
bevy_core_pipeline Add support for opaque, alpha mask, and alpha blend modes (#3072) 2021-11-16 03:03:27 +00:00
bevy_gltf2 Document the new pipelined renderer (#3094) 2021-11-16 03:37:48 +00:00
bevy_pbr2 Per-light toggleable shadow mapping (#3126) 2021-11-19 21:16:58 +00:00
bevy_render2 Shader Imports. Decouple Mesh logic from PBR (#3137) 2021-11-18 03:45:02 +00:00
bevy_sprite2 Add support for opaque, alpha mask, and alpha blend modes (#3072) 2021-11-16 03:03:27 +00:00