mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
de888a373d
# 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.
52 lines
1.6 KiB
Rust
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()
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|