move Cubemap stuff alongside CubemapFrusta in bevy_camera::primitives (#19955)
# Objective - Make bevy_light possible ## Solution - Move some stuff it needs out of somewhere it cant depend on. Plus it makes sense, cubemap stuff goes next to cubemap stuff. ## Testing - 3d_scene runs Note: no breaking changes thanks to re-exports
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@ -347,6 +347,63 @@ impl Frustum {
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}
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}
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}
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}
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pub struct CubeMapFace {
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pub target: Vec3,
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pub up: Vec3,
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}
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// Cubemap faces are [+X, -X, +Y, -Y, +Z, -Z], per https://www.w3.org/TR/webgpu/#texture-view-creation
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// Note: Cubemap coordinates are left-handed y-up, unlike the rest of Bevy.
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// See https://registry.khronos.org/vulkan/specs/1.2/html/chap16.html#_cube_map_face_selection
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//
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// For each cubemap face, we take care to specify the appropriate target/up axis such that the rendered
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// texture using Bevy's right-handed y-up coordinate space matches the expected cubemap face in
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// left-handed y-up cubemap coordinates.
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pub const CUBE_MAP_FACES: [CubeMapFace; 6] = [
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// +X
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CubeMapFace {
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target: Vec3::X,
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up: Vec3::Y,
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},
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// -X
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CubeMapFace {
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target: Vec3::NEG_X,
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up: Vec3::Y,
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},
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// +Y
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CubeMapFace {
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target: Vec3::Y,
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up: Vec3::Z,
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},
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// -Y
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CubeMapFace {
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target: Vec3::NEG_Y,
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up: Vec3::NEG_Z,
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},
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// +Z (with left-handed conventions, pointing forwards)
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CubeMapFace {
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target: Vec3::NEG_Z,
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up: Vec3::Y,
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},
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// -Z (with left-handed conventions, pointing backwards)
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CubeMapFace {
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target: Vec3::Z,
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up: Vec3::Y,
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},
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];
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pub fn face_index_to_name(face_index: usize) -> &'static str {
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match face_index {
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0 => "+x",
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1 => "-x",
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2 => "+y",
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3 => "-y",
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4 => "+z",
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5 => "-z",
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_ => "invalid",
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}
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}
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[reflect(Component, Default, Debug, Clone)]
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#[reflect(Component, Default, Debug, Clone)]
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pub struct CubemapFrusta {
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pub struct CubemapFrusta {
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@ -2,6 +2,7 @@ use self::assign::ClusterableObjectType;
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use crate::assign::calculate_cluster_factors;
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use crate::assign::calculate_cluster_factors;
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use crate::*;
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use crate::*;
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use bevy_asset::UntypedAssetId;
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use bevy_asset::UntypedAssetId;
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pub use bevy_camera::primitives::{face_index_to_name, CubeMapFace, CUBE_MAP_FACES};
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use bevy_color::ColorToComponents;
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use bevy_color::ColorToComponents;
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use bevy_core_pipeline::core_3d::{Camera3d, CORE_3D_DEPTH_FORMAT};
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use bevy_core_pipeline::core_3d::{Camera3d, CORE_3D_DEPTH_FORMAT};
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use bevy_derive::{Deref, DerefMut};
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use bevy_derive::{Deref, DerefMut};
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@ -585,63 +586,6 @@ pub(crate) fn remove_light_view_entities(
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}
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}
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}
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}
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pub(crate) struct CubeMapFace {
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pub(crate) target: Vec3,
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pub(crate) up: Vec3,
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}
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// Cubemap faces are [+X, -X, +Y, -Y, +Z, -Z], per https://www.w3.org/TR/webgpu/#texture-view-creation
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// Note: Cubemap coordinates are left-handed y-up, unlike the rest of Bevy.
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// See https://registry.khronos.org/vulkan/specs/1.2/html/chap16.html#_cube_map_face_selection
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//
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// For each cubemap face, we take care to specify the appropriate target/up axis such that the rendered
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// texture using Bevy's right-handed y-up coordinate space matches the expected cubemap face in
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// left-handed y-up cubemap coordinates.
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pub(crate) const CUBE_MAP_FACES: [CubeMapFace; 6] = [
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// +X
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CubeMapFace {
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target: Vec3::X,
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up: Vec3::Y,
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},
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// -X
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CubeMapFace {
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target: Vec3::NEG_X,
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up: Vec3::Y,
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},
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// +Y
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CubeMapFace {
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target: Vec3::Y,
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up: Vec3::Z,
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},
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// -Y
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CubeMapFace {
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target: Vec3::NEG_Y,
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up: Vec3::NEG_Z,
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},
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// +Z (with left-handed conventions, pointing forwards)
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CubeMapFace {
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target: Vec3::NEG_Z,
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up: Vec3::Y,
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},
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// -Z (with left-handed conventions, pointing backwards)
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CubeMapFace {
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target: Vec3::Z,
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up: Vec3::Y,
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},
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];
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fn face_index_to_name(face_index: usize) -> &'static str {
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match face_index {
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0 => "+x",
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1 => "-x",
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2 => "+y",
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3 => "-y",
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4 => "+z",
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5 => "-z",
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_ => "invalid",
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}
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}
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#[derive(Component)]
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#[derive(Component)]
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pub struct ShadowView {
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pub struct ShadowView {
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pub depth_attachment: DepthAttachment,
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pub depth_attachment: DepthAttachment,
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