From c75610e2b24bfd45bb200c22a8bf9a4a0773e34e Mon Sep 17 00:00:00 2001 From: Mincong Lu <139340600+mintlu8@users.noreply.github.com> Date: Mon, 17 Jun 2024 23:04:20 +0800 Subject: [PATCH] Made some things in bevy_render `Debug`. (#13830) # Objective Some items in `bevy_render` do not implement `Debug`. ## Solution Made them derive `Debug`. --- crates/bevy_pbr/src/light/mod.rs | 8 ++++---- crates/bevy_render/src/view/visibility/mod.rs | 2 +- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/crates/bevy_pbr/src/light/mod.rs b/crates/bevy_pbr/src/light/mod.rs index 4273de71d5..b9da0beb69 100644 --- a/crates/bevy_pbr/src/light/mod.rs +++ b/crates/bevy_pbr/src/light/mod.rs @@ -435,7 +435,7 @@ fn calculate_cascade( } } /// Add this component to make a [`Mesh`] not cast shadows. -#[derive(Component, Reflect, Default)] +#[derive(Debug, Component, Reflect, Default)] #[reflect(Component, Default)] pub struct NotShadowCaster; /// Add this component to make a [`Mesh`] not receive shadows. @@ -443,7 +443,7 @@ pub struct NotShadowCaster; /// **Note:** If you're using diffuse transmission, setting [`NotShadowReceiver`] will /// cause both “regular” shadows as well as diffusely transmitted shadows to be disabled, /// even when [`TransmittedShadowReceiver`] is being used. -#[derive(Component, Reflect, Default)] +#[derive(Debug, Component, Reflect, Default)] #[reflect(Component, Default)] pub struct NotShadowReceiver; /// Add this component to make a [`Mesh`] using a PBR material with [`diffuse_transmission`](crate::pbr_material::StandardMaterial::diffuse_transmission)`> 0.0` @@ -453,7 +453,7 @@ pub struct NotShadowReceiver; /// (and potentially even baking a thickness texture!) to match the geometry of the mesh, in order to avoid self-shadow artifacts. /// /// **Note:** Using [`NotShadowReceiver`] overrides this component. -#[derive(Component, Reflect, Default)] +#[derive(Debug, Component, Reflect, Default)] #[reflect(Component, Default)] pub struct TransmittedShadowReceiver; @@ -462,7 +462,7 @@ pub struct TransmittedShadowReceiver; /// /// The different modes use different approaches to /// [Percentage Closer Filtering](https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-11-shadow-map-antialiasing). -#[derive(Component, ExtractComponent, Reflect, Clone, Copy, PartialEq, Eq, Default)] +#[derive(Debug, Component, ExtractComponent, Reflect, Clone, Copy, PartialEq, Eq, Default)] #[reflect(Component, Default)] pub enum ShadowFilteringMethod { /// Hardware 2x2. diff --git a/crates/bevy_render/src/view/visibility/mod.rs b/crates/bevy_render/src/view/visibility/mod.rs index 893f3abc77..d8f85ad243 100644 --- a/crates/bevy_render/src/view/visibility/mod.rs +++ b/crates/bevy_render/src/view/visibility/mod.rs @@ -156,7 +156,7 @@ pub struct VisibilityBundle { /// - when a [`Mesh`] is updated but its [`Aabb`] is not, which might happen with animations, /// - when using some light effects, like wanting a [`Mesh`] out of the [`Frustum`] /// to appear in the reflection of a [`Mesh`] within. -#[derive(Component, Default, Reflect)] +#[derive(Debug, Component, Default, Reflect)] #[reflect(Component, Default)] pub struct NoFrustumCulling;