bevy/examples/shader/automatic_instancing.rs
Joona Aalto de888a373d
Migrate lights to required components (#15554)
# Objective

Another step in the migration to required components: lights!

Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.

## Solution

As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):

- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component

## Testing

I ran some examples with lights.

---

## Migration Guide

`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
2024-10-01 03:20:43 +00:00

52 lines
1.6 KiB
Rust

//! Shows that multiple instances of a cube are automatically instanced in one draw call
//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 8.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(0.0, 16.0, 8.0),
));
let mesh = meshes.add(Cuboid::from_size(Vec3::splat(0.5)));
// This example uses the StandardMaterial but it can work with most custom material too
let material = materials.add(Color::srgb_u8(124, 144, 255));
// spawn 1000 cubes
for x in -5..5 {
for y in -5..5 {
for z in -5..5 {
commands.spawn(PbrBundle {
// For automatic instancing to take effect you need to
// use the same mesh handle and material handle for each instance
mesh: mesh.clone(),
material: material.clone(),
transform: Transform::from_xyz(x as f32, y as f32, z as f32),
..default()
});
}
}
}
}