Make more things pub in the renderer (#12053)
# Objective - Some properties of public types are private but sometimes it's useful to be able to set those ## Solution - Make more stuff pub --- ## Changelog - `MaterialBindGroupId` internal id is now pub and added a new() constructor - `ExtractedPointLight` and `ExtractedDirectionalLight` properties are now all pub --------- Co-authored-by: James Liu <contact@jamessliu.com>
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@ -793,7 +793,19 @@ pub struct PreparedMaterial<T: Material> {
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}
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}
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#[derive(Component, Clone, Copy, Default, PartialEq, Eq, Deref, DerefMut)]
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#[derive(Component, Clone, Copy, Default, PartialEq, Eq, Deref, DerefMut)]
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pub struct MaterialBindGroupId(Option<BindGroupId>);
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pub struct MaterialBindGroupId(pub Option<BindGroupId>);
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impl MaterialBindGroupId {
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pub fn new(id: BindGroupId) -> Self {
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Self(Some(id))
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}
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}
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impl From<BindGroup> for MaterialBindGroupId {
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fn from(value: BindGroup) -> Self {
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Self::new(value.id())
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}
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}
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impl<T: Material> PreparedMaterial<T> {
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impl<T: Material> PreparedMaterial<T> {
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pub fn get_bind_group_id(&self) -> MaterialBindGroupId {
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pub fn get_bind_group_id(&self) -> MaterialBindGroupId {
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@ -29,30 +29,30 @@ use crate::*;
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#[derive(Component)]
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#[derive(Component)]
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pub struct ExtractedPointLight {
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pub struct ExtractedPointLight {
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color: Color,
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pub color: Color,
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/// luminous intensity in lumens per steradian
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/// luminous intensity in lumens per steradian
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intensity: f32,
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pub intensity: f32,
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range: f32,
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pub range: f32,
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radius: f32,
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pub radius: f32,
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transform: GlobalTransform,
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pub transform: GlobalTransform,
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shadows_enabled: bool,
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pub shadows_enabled: bool,
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shadow_depth_bias: f32,
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pub shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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pub shadow_normal_bias: f32,
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spot_light_angles: Option<(f32, f32)>,
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pub spot_light_angles: Option<(f32, f32)>,
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}
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}
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub struct ExtractedDirectionalLight {
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pub struct ExtractedDirectionalLight {
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color: Color,
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pub color: Color,
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illuminance: f32,
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pub illuminance: f32,
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transform: GlobalTransform,
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pub transform: GlobalTransform,
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shadows_enabled: bool,
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pub shadows_enabled: bool,
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shadow_depth_bias: f32,
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pub shadow_depth_bias: f32,
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shadow_normal_bias: f32,
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pub shadow_normal_bias: f32,
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cascade_shadow_config: CascadeShadowConfig,
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pub cascade_shadow_config: CascadeShadowConfig,
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cascades: EntityHashMap<Vec<Cascade>>,
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pub cascades: EntityHashMap<Vec<Cascade>>,
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frusta: EntityHashMap<Vec<Frustum>>,
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pub frusta: EntityHashMap<Vec<Frustum>>,
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render_layers: RenderLayers,
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pub render_layers: RenderLayers,
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}
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}
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#[derive(Copy, Clone, ShaderType, Default, Debug)]
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#[derive(Copy, Clone, ShaderType, Default, Debug)]
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