mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 20:13:07 +00:00
afbbbd7335
# Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
475 lines
18 KiB
Rust
475 lines
18 KiB
Rust
// FIXME(3492): remove once docs are ready
|
|
#![allow(missing_docs)]
|
|
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
|
|
#![deny(unsafe_code)]
|
|
#![doc(
|
|
html_logo_url = "https://bevyengine.org/assets/icon.png",
|
|
html_favicon_url = "https://bevyengine.org/assets/icon.png"
|
|
)]
|
|
|
|
#[cfg(feature = "meshlet")]
|
|
mod meshlet;
|
|
pub mod wireframe;
|
|
|
|
/// Experimental features that are not yet finished. Please report any issues you encounter!
|
|
///
|
|
/// Expect bugs, missing features, compatibility issues, low performance, and/or future breaking changes.
|
|
#[cfg(feature = "meshlet")]
|
|
pub mod experimental {
|
|
/// Render high-poly 3d meshes using an efficient GPU-driven method.
|
|
/// See [`MeshletPlugin`](meshlet::MeshletPlugin) and [`MeshletMesh`](meshlet::MeshletMesh) for details.
|
|
pub mod meshlet {
|
|
pub use crate::meshlet::*;
|
|
}
|
|
}
|
|
|
|
mod bundle;
|
|
mod cluster;
|
|
pub mod deferred;
|
|
mod extended_material;
|
|
mod fog;
|
|
mod light;
|
|
mod light_probe;
|
|
mod lightmap;
|
|
mod material;
|
|
mod parallax;
|
|
mod pbr_material;
|
|
mod prepass;
|
|
mod render;
|
|
mod ssao;
|
|
mod ssr;
|
|
mod volumetric_fog;
|
|
|
|
use bevy_color::{Color, LinearRgba};
|
|
use std::marker::PhantomData;
|
|
|
|
pub use bundle::*;
|
|
pub use cluster::*;
|
|
pub use extended_material::*;
|
|
pub use fog::*;
|
|
pub use light::*;
|
|
pub use light_probe::*;
|
|
pub use lightmap::*;
|
|
pub use material::*;
|
|
pub use parallax::*;
|
|
pub use pbr_material::*;
|
|
pub use prepass::*;
|
|
pub use render::*;
|
|
pub use ssao::*;
|
|
pub use ssr::*;
|
|
#[allow(deprecated)]
|
|
pub use volumetric_fog::{
|
|
FogVolume, FogVolumeBundle, VolumetricFog, VolumetricFogPlugin, VolumetricFogSettings,
|
|
VolumetricLight,
|
|
};
|
|
|
|
/// The PBR prelude.
|
|
///
|
|
/// This includes the most common types in this crate, re-exported for your convenience.
|
|
pub mod prelude {
|
|
#[doc(hidden)]
|
|
pub use crate::{
|
|
bundle::{
|
|
DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
|
|
SpotLightBundle,
|
|
},
|
|
fog::{DistanceFog, FogFalloff},
|
|
light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
|
|
light_probe::{
|
|
environment_map::{EnvironmentMapLight, ReflectionProbeBundle},
|
|
LightProbe,
|
|
},
|
|
material::{Material, MaterialPlugin},
|
|
parallax::ParallaxMappingMethod,
|
|
pbr_material::StandardMaterial,
|
|
ssao::ScreenSpaceAmbientOcclusionPlugin,
|
|
};
|
|
}
|
|
|
|
pub mod graph {
|
|
use bevy_render::render_graph::RenderLabel;
|
|
|
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
|
|
pub enum NodePbr {
|
|
/// Label for the shadow pass node.
|
|
ShadowPass,
|
|
/// Label for the screen space ambient occlusion render node.
|
|
ScreenSpaceAmbientOcclusion,
|
|
DeferredLightingPass,
|
|
/// Label for the volumetric lighting pass.
|
|
VolumetricFog,
|
|
/// Label for the compute shader instance data building pass.
|
|
GpuPreprocess,
|
|
/// Label for the screen space reflections pass.
|
|
ScreenSpaceReflections,
|
|
}
|
|
}
|
|
|
|
use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
|
|
use bevy_app::prelude::*;
|
|
use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
|
|
use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
|
|
use bevy_ecs::prelude::*;
|
|
use bevy_render::{
|
|
alpha::AlphaMode,
|
|
camera::{
|
|
CameraProjection, CameraUpdateSystem, OrthographicProjection, PerspectiveProjection,
|
|
Projection,
|
|
},
|
|
extract_component::ExtractComponentPlugin,
|
|
extract_resource::ExtractResourcePlugin,
|
|
render_asset::prepare_assets,
|
|
render_graph::RenderGraph,
|
|
render_resource::Shader,
|
|
texture::{GpuImage, Image},
|
|
view::{check_visibility, VisibilitySystems},
|
|
ExtractSchedule, Render, RenderApp, RenderSet,
|
|
};
|
|
use bevy_transform::TransformSystem;
|
|
|
|
pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1708015359337029744);
|
|
pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(5635987986427308186);
|
|
pub const UTILS_HANDLE: Handle<Shader> = Handle::weak_from_u128(1900548483293416725);
|
|
pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> = Handle::weak_from_u128(166852093121196815);
|
|
pub const PBR_LIGHTING_HANDLE: Handle<Shader> = Handle::weak_from_u128(14170772752254856967);
|
|
pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> = Handle::weak_from_u128(77319684653223658032);
|
|
pub const SHADOWS_HANDLE: Handle<Shader> = Handle::weak_from_u128(11350275143789590502);
|
|
pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> = Handle::weak_from_u128(3145627513789590502);
|
|
pub const PBR_FRAGMENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2295049283805286543);
|
|
pub const PBR_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4805239651767701046);
|
|
pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(9407115064344201137);
|
|
pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16550102964439850292);
|
|
pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
|
|
pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
|
|
Handle::weak_from_u128(17035894873630133905);
|
|
pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
|
|
Handle::weak_from_u128(2098345702398750291);
|
|
pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
|
|
Handle::weak_from_u128(73204817249182637);
|
|
pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
|
|
pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(72019026415438599);
|
|
pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(2659010996143919192);
|
|
const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
|
|
Handle::weak_from_u128(2325134235233421);
|
|
|
|
/// Sets up the entire PBR infrastructure of bevy.
|
|
pub struct PbrPlugin {
|
|
/// Controls if the prepass is enabled for the [`StandardMaterial`].
|
|
/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
|
|
pub prepass_enabled: bool,
|
|
/// Controls if [`DeferredPbrLightingPlugin`] is added.
|
|
pub add_default_deferred_lighting_plugin: bool,
|
|
/// Controls if GPU [`MeshUniform`] building is enabled.
|
|
///
|
|
/// This requires compute shader support and so will be forcibly disabled if
|
|
/// the platform doesn't support those.
|
|
pub use_gpu_instance_buffer_builder: bool,
|
|
}
|
|
|
|
impl Default for PbrPlugin {
|
|
fn default() -> Self {
|
|
Self {
|
|
prepass_enabled: true,
|
|
add_default_deferred_lighting_plugin: true,
|
|
use_gpu_instance_buffer_builder: true,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Plugin for PbrPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_TYPES_SHADER_HANDLE,
|
|
"render/pbr_types.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_BINDINGS_SHADER_HANDLE,
|
|
"render/pbr_bindings.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
|
|
load_internal_asset!(
|
|
app,
|
|
CLUSTERED_FORWARD_HANDLE,
|
|
"render/clustered_forward.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_LIGHTING_HANDLE,
|
|
"render/pbr_lighting.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_TRANSMISSION_HANDLE,
|
|
"render/pbr_transmission.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
SHADOWS_HANDLE,
|
|
"render/shadows.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_DEFERRED_TYPES_HANDLE,
|
|
"deferred/pbr_deferred_types.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_DEFERRED_FUNCTIONS_HANDLE,
|
|
"deferred/pbr_deferred_functions.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
SHADOW_SAMPLING_HANDLE,
|
|
"render/shadow_sampling.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_FUNCTIONS_HANDLE,
|
|
"render/pbr_functions.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
RGB9E5_FUNCTIONS_HANDLE,
|
|
"render/rgb9e5.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_AMBIENT_HANDLE,
|
|
"render/pbr_ambient.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_FRAGMENT_HANDLE,
|
|
"render/pbr_fragment.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
|
|
"render/pbr_prepass_functions.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PBR_PREPASS_SHADER_HANDLE,
|
|
"render/pbr_prepass.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
PARALLAX_MAPPING_SHADER_HANDLE,
|
|
"render/parallax_mapping.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
load_internal_asset!(
|
|
app,
|
|
VIEW_TRANSFORMATIONS_SHADER_HANDLE,
|
|
"render/view_transformations.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
// Setup dummy shaders for when MeshletPlugin is not used to prevent shader import errors.
|
|
load_internal_asset!(
|
|
app,
|
|
MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
|
|
"meshlet/dummy_visibility_buffer_resolve.wgsl",
|
|
Shader::from_wgsl
|
|
);
|
|
|
|
app.register_asset_reflect::<StandardMaterial>()
|
|
.register_type::<AmbientLight>()
|
|
.register_type::<CascadeShadowConfig>()
|
|
.register_type::<Cascades>()
|
|
.register_type::<CascadesVisibleEntities>()
|
|
.register_type::<VisibleMeshEntities>()
|
|
.register_type::<ClusterConfig>()
|
|
.register_type::<CubemapVisibleEntities>()
|
|
.register_type::<DirectionalLight>()
|
|
.register_type::<DirectionalLightShadowMap>()
|
|
.register_type::<NotShadowCaster>()
|
|
.register_type::<NotShadowReceiver>()
|
|
.register_type::<PointLight>()
|
|
.register_type::<PointLightShadowMap>()
|
|
.register_type::<SpotLight>()
|
|
.register_type::<DistanceFog>()
|
|
.register_type::<ShadowFilteringMethod>()
|
|
.init_resource::<AmbientLight>()
|
|
.init_resource::<GlobalVisibleClusterableObjects>()
|
|
.init_resource::<DirectionalLightShadowMap>()
|
|
.init_resource::<PointLightShadowMap>()
|
|
.register_type::<DefaultOpaqueRendererMethod>()
|
|
.init_resource::<DefaultOpaqueRendererMethod>()
|
|
.add_plugins((
|
|
MeshRenderPlugin {
|
|
use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
|
|
},
|
|
MaterialPlugin::<StandardMaterial> {
|
|
prepass_enabled: self.prepass_enabled,
|
|
..Default::default()
|
|
},
|
|
ScreenSpaceAmbientOcclusionPlugin,
|
|
ExtractResourcePlugin::<AmbientLight>::default(),
|
|
FogPlugin,
|
|
ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
|
|
ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
|
|
LightmapPlugin,
|
|
LightProbePlugin,
|
|
PbrProjectionPlugin::<Projection>::default(),
|
|
PbrProjectionPlugin::<PerspectiveProjection>::default(),
|
|
PbrProjectionPlugin::<OrthographicProjection>::default(),
|
|
GpuMeshPreprocessPlugin {
|
|
use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
|
|
},
|
|
VolumetricFogPlugin,
|
|
ScreenSpaceReflectionsPlugin,
|
|
))
|
|
.configure_sets(
|
|
PostUpdate,
|
|
(
|
|
SimulationLightSystems::AddClusters,
|
|
SimulationLightSystems::AssignLightsToClusters,
|
|
)
|
|
.chain(),
|
|
)
|
|
.configure_sets(
|
|
PostUpdate,
|
|
SimulationLightSystems::UpdateDirectionalLightCascades
|
|
.ambiguous_with(SimulationLightSystems::UpdateDirectionalLightCascades),
|
|
)
|
|
.configure_sets(
|
|
PostUpdate,
|
|
SimulationLightSystems::CheckLightVisibility
|
|
.ambiguous_with(SimulationLightSystems::CheckLightVisibility),
|
|
)
|
|
.add_systems(
|
|
PostUpdate,
|
|
(
|
|
add_clusters
|
|
.in_set(SimulationLightSystems::AddClusters)
|
|
.after(CameraUpdateSystem),
|
|
assign_objects_to_clusters
|
|
.in_set(SimulationLightSystems::AssignLightsToClusters)
|
|
.after(TransformSystem::TransformPropagate)
|
|
.after(VisibilitySystems::CheckVisibility)
|
|
.after(CameraUpdateSystem),
|
|
clear_directional_light_cascades
|
|
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
|
|
.after(TransformSystem::TransformPropagate)
|
|
.after(CameraUpdateSystem),
|
|
update_directional_light_frusta
|
|
.in_set(SimulationLightSystems::UpdateLightFrusta)
|
|
// This must run after CheckVisibility because it relies on `ViewVisibility`
|
|
.after(VisibilitySystems::CheckVisibility)
|
|
.after(TransformSystem::TransformPropagate)
|
|
.after(SimulationLightSystems::UpdateDirectionalLightCascades)
|
|
// We assume that no entity will be both a directional light and a spot light,
|
|
// so these systems will run independently of one another.
|
|
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
|
|
.ambiguous_with(update_spot_light_frusta),
|
|
update_point_light_frusta
|
|
.in_set(SimulationLightSystems::UpdateLightFrusta)
|
|
.after(TransformSystem::TransformPropagate)
|
|
.after(SimulationLightSystems::AssignLightsToClusters),
|
|
update_spot_light_frusta
|
|
.in_set(SimulationLightSystems::UpdateLightFrusta)
|
|
.after(TransformSystem::TransformPropagate)
|
|
.after(SimulationLightSystems::AssignLightsToClusters),
|
|
check_visibility::<WithLight>.in_set(VisibilitySystems::CheckVisibility),
|
|
(
|
|
check_dir_light_mesh_visibility,
|
|
check_point_light_mesh_visibility,
|
|
)
|
|
.in_set(SimulationLightSystems::CheckLightVisibility)
|
|
.after(VisibilitySystems::CalculateBounds)
|
|
.after(TransformSystem::TransformPropagate)
|
|
.after(SimulationLightSystems::UpdateLightFrusta)
|
|
// NOTE: This MUST be scheduled AFTER the core renderer visibility check
|
|
// because that resets entity `ViewVisibility` for the first view
|
|
// which would override any results from this otherwise
|
|
.after(VisibilitySystems::CheckVisibility),
|
|
),
|
|
);
|
|
|
|
if self.add_default_deferred_lighting_plugin {
|
|
app.add_plugins(DeferredPbrLightingPlugin);
|
|
}
|
|
|
|
app.world_mut()
|
|
.resource_mut::<Assets<StandardMaterial>>()
|
|
.insert(
|
|
&Handle::<StandardMaterial>::default(),
|
|
StandardMaterial {
|
|
base_color: Color::srgb(1.0, 0.0, 0.5),
|
|
unlit: true,
|
|
..Default::default()
|
|
},
|
|
);
|
|
|
|
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
|
|
return;
|
|
};
|
|
|
|
// Extract the required data from the main world
|
|
render_app
|
|
.add_systems(ExtractSchedule, (extract_clusters, extract_lights))
|
|
.add_systems(
|
|
Render,
|
|
(
|
|
prepare_lights
|
|
.in_set(RenderSet::ManageViews)
|
|
.after(prepare_assets::<GpuImage>),
|
|
prepare_clusters.in_set(RenderSet::PrepareResources),
|
|
),
|
|
)
|
|
.init_resource::<LightMeta>();
|
|
|
|
let shadow_pass_node = ShadowPassNode::new(render_app.world_mut());
|
|
let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
|
|
let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
|
|
draw_3d_graph.add_node(NodePbr::ShadowPass, shadow_pass_node);
|
|
draw_3d_graph.add_node_edge(NodePbr::ShadowPass, Node3d::StartMainPass);
|
|
}
|
|
|
|
fn finish(&self, app: &mut App) {
|
|
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
|
|
return;
|
|
};
|
|
|
|
// Extract the required data from the main world
|
|
render_app
|
|
.init_resource::<ShadowSamplers>()
|
|
.init_resource::<GlobalClusterableObjectMeta>();
|
|
}
|
|
}
|
|
|
|
/// [`CameraProjection`] specific PBR functionality.
|
|
pub struct PbrProjectionPlugin<T: CameraProjection + Component>(PhantomData<T>);
|
|
impl<T: CameraProjection + Component> Plugin for PbrProjectionPlugin<T> {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_systems(
|
|
PostUpdate,
|
|
build_directional_light_cascades::<T>
|
|
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
|
|
.after(clear_directional_light_cascades),
|
|
);
|
|
}
|
|
}
|
|
impl<T: CameraProjection + Component> Default for PbrProjectionPlugin<T> {
|
|
fn default() -> Self {
|
|
Self(Default::default())
|
|
}
|
|
}
|