Get lightmaps working in deferred rendering. (#16836)
A previous PR, #14599, attempted to enable lightmaps in deferred mode, but it still used the `OpaqueNoLightmap3dBinKey`, which meant that it would be broken if multiple lightmaps were used. This commit fixes that issue, and allows bindless lightmaps to work with deferred rendering as well.
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78d2149503
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@ -3,6 +3,7 @@ pub mod node;
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use core::ops::Range;
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use crate::core_3d::Opaque3dBinKey;
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use crate::prepass::OpaqueNoLightmap3dBinKey;
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use bevy_ecs::prelude::*;
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use bevy_render::sync_world::MainEntity;
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@ -25,7 +26,7 @@ pub const DEFERRED_LIGHTING_PASS_ID_DEPTH_FORMAT: TextureFormat = TextureFormat:
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/// Used to render all 3D meshes with materials that have no transparency.
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#[derive(PartialEq, Eq, Hash)]
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pub struct Opaque3dDeferred {
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pub key: OpaqueNoLightmap3dBinKey,
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pub key: Opaque3dBinKey,
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pub representative_entity: (Entity, MainEntity),
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pub batch_range: Range<u32>,
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pub extra_index: PhaseItemExtraIndex,
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@ -68,7 +69,7 @@ impl PhaseItem for Opaque3dDeferred {
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}
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impl BinnedPhaseItem for Opaque3dDeferred {
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type BinKey = OpaqueNoLightmap3dBinKey;
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type BinKey = Opaque3dBinKey;
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#[inline]
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fn new(
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@ -2,8 +2,9 @@ mod prepass_bindings;
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use crate::material_bind_groups::MaterialBindGroupAllocator;
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use bevy_render::{
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mesh::{Mesh3d, MeshVertexBufferLayoutRef, RenderMesh},
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mesh::{allocator::MeshAllocator, Mesh3d, MeshVertexBufferLayoutRef, RenderMesh},
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render_resource::binding_types::uniform_buffer,
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renderer::RenderAdapter,
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sync_world::RenderEntity,
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view::{RenderVisibilityRanges, VISIBILITY_RANGES_STORAGE_BUFFER_COUNT},
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};
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@ -11,7 +12,10 @@ pub use prepass_bindings::*;
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use bevy_asset::{load_internal_asset, AssetServer};
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use bevy_core_pipeline::{
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core_3d::CORE_3D_DEPTH_FORMAT, deferred::*, prelude::Camera3d, prepass::*,
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core_3d::{Opaque3dBatchSetKey, Opaque3dBinKey, CORE_3D_DEPTH_FORMAT},
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deferred::*,
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prelude::Camera3d,
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prepass::*,
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};
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use bevy_ecs::{
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prelude::*,
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@ -259,12 +263,18 @@ pub struct PrepassPipeline<M: Material> {
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pub skins_use_uniform_buffers: bool,
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pub depth_clip_control_supported: bool,
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/// Whether binding arrays (a.k.a. bindless textures) are usable on the
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/// current render device.
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pub binding_arrays_are_usable: bool,
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_marker: PhantomData<M>,
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}
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impl<M: Material> FromWorld for PrepassPipeline<M> {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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let render_adapter = world.resource::<RenderAdapter>();
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let asset_server = world.resource::<AssetServer>();
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let visibility_ranges_buffer_binding_type = render_device
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@ -352,6 +362,7 @@ impl<M: Material> FromWorld for PrepassPipeline<M> {
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material_pipeline: world.resource::<MaterialPipeline<M>>().clone(),
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skins_use_uniform_buffers: skin::skins_use_uniform_buffers(render_device),
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depth_clip_control_supported,
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binding_arrays_are_usable: binding_arrays_are_usable(render_device, render_adapter),
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_marker: PhantomData,
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}
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}
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@ -505,6 +516,10 @@ where
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shader_defs.push("BINDLESS".into());
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}
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if self.binding_arrays_are_usable {
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shader_defs.push("MULTIPLE_LIGHTMAPS_IN_ARRAY".into());
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}
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if key
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.mesh_key
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.contains(MeshPipelineKey::VISIBILITY_RANGE_DITHER)
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@ -764,7 +779,10 @@ pub fn queue_prepass_material_meshes<M: Material>(
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render_material_instances: Res<RenderMaterialInstances<M>>,
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render_lightmaps: Res<RenderLightmaps>,
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render_visibility_ranges: Res<RenderVisibilityRanges>,
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material_bind_group_allocator: Res<MaterialBindGroupAllocator<M>>,
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(mesh_allocator, material_bind_group_allocator): (
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Res<MeshAllocator>,
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Res<MaterialBindGroupAllocator<M>>,
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),
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mut opaque_prepass_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dPrepass>>,
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mut alpha_mask_prepass_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dPrepass>>,
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mut opaque_deferred_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dDeferred>>,
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@ -893,15 +911,11 @@ pub fn queue_prepass_material_meshes<M: Material>(
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mesh_key |= MeshPipelineKey::DEFERRED_PREPASS;
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}
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// Even though we don't use the lightmap in the prepass, the
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// `SetMeshBindGroup` render command will bind the data for it. So
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// we need to include the appropriate flag in the mesh pipeline key
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// to ensure that the necessary bind group layout entries are
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// present.
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if render_lightmaps
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let lightmap_slab_index = render_lightmaps
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.render_lightmaps
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.contains_key(visible_entity)
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{
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.get(visible_entity)
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.map(|lightmap| lightmap.slab_index);
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if lightmap_slab_index.is_some() {
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mesh_key |= MeshPipelineKey::LIGHTMAPPED;
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}
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@ -949,12 +963,18 @@ pub fn queue_prepass_material_meshes<M: Material>(
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{
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MeshPipelineKey::BLEND_OPAQUE | MeshPipelineKey::BLEND_ALPHA_TO_COVERAGE => {
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if deferred {
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let (vertex_slab, index_slab) =
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mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id);
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opaque_deferred_phase.as_mut().unwrap().add(
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OpaqueNoLightmap3dBinKey {
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batch_set_key: OpaqueNoLightmap3dBatchSetKey {
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Opaque3dBinKey {
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batch_set_key: Opaque3dBatchSetKey {
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draw_function: opaque_draw_deferred,
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pipeline: pipeline_id,
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material_bind_group_index: Some(material.binding.group.0),
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vertex_slab: vertex_slab.unwrap_or_default(),
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index_slab,
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lightmap_slab: lightmap_slab_index
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.map(|lightmap_slab_index| *lightmap_slab_index),
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},
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asset_id: mesh_instance.mesh_asset_id.into(),
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},
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@ -37,8 +37,8 @@ use bevy_render::{
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renderer::{RenderAdapter, RenderDevice, RenderQueue},
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texture::DefaultImageSampler,
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view::{
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prepare_view_targets, NoFrustumCulling, NoIndirectDrawing, RenderVisibilityRanges,
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ViewTarget, ViewUniformOffset, ViewVisibility, VisibilityRange,
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NoFrustumCulling, NoIndirectDrawing, RenderVisibilityRanges, ViewTarget, ViewUniformOffset,
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ViewVisibility, VisibilityRange,
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},
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Extract,
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};
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@ -221,8 +221,7 @@ impl Plugin for MeshRenderPlugin {
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gpu_preprocessing::write_batched_instance_buffers::<MeshPipeline>
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.in_set(RenderSet::PrepareResourcesFlush),
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gpu_preprocessing::delete_old_work_item_buffers::<MeshPipeline>
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.in_set(RenderSet::ManageViews)
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.after(prepare_view_targets),
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.in_set(RenderSet::PrepareResources),
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collect_meshes_for_gpu_building
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.in_set(RenderSet::PrepareAssets)
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.after(allocator::allocate_and_free_meshes)
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@ -1,25 +1,58 @@
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//! Rendering a scene with baked lightmaps.
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use bevy::{pbr::Lightmap, prelude::*};
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use argh::FromArgs;
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use bevy::{
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core_pipeline::prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass},
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pbr::{DefaultOpaqueRendererMethod, Lightmap},
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prelude::*,
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};
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/// Demonstrates lightmaps
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#[derive(FromArgs, Resource)]
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struct Args {
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/// enables deferred shading
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#[argh(switch)]
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deferred: bool,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight::NONE)
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args: Args = Args::from_args(&[], &[]).unwrap();
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight::NONE);
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if args.deferred {
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app.insert_resource(DefaultOpaqueRendererMethod::deferred());
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}
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app.insert_resource(args)
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.add_systems(Startup, setup)
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.add_systems(Update, add_lightmaps_to_meshes)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/CornellBox/CornellBox.glb"),
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)));
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commands.spawn((
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let mut camera = commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-278.0, 273.0, 800.0),
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));
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if args.deferred {
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camera.insert((
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DepthPrepass,
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MotionVectorPrepass,
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DeferredPrepass,
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Msaa::Off,
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));
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}
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}
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fn add_lightmaps_to_meshes(
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