Extracting ambient light from light.rs, and creating light directory (#12369)
# Objective Beginning of refactoring of light.rs in bevy_pbr, as per issue #12349 Create and move light.rs to its own directory, and extract AmbientLight struct. ## Solution - moved light.rs to light/mod.rs - extracted AmbientLight struct to light/ambient_light.rs
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crates/bevy_pbr/src/light/ambient_light.rs
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39
crates/bevy_pbr/src/light/ambient_light.rs
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use super::*;
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/// An ambient light, which lights the entire scene equally.
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///
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/// This resource is inserted by the [`PbrPlugin`] and by default it is set to a low ambient light.
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///
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/// # Examples
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///
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/// Make ambient light slightly brighter:
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///
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/// ```
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/// # use bevy_ecs::system::ResMut;
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/// # use bevy_pbr::AmbientLight;
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/// fn setup_ambient_light(mut ambient_light: ResMut<AmbientLight>) {
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/// ambient_light.brightness = 100.0;
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/// }
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/// ```
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#[derive(Resource, Clone, Debug, ExtractResource, Reflect)]
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#[reflect(Resource)]
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pub struct AmbientLight {
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pub color: Color,
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/// A direct scale factor multiplied with `color` before being passed to the shader.
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pub brightness: f32,
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}
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impl Default for AmbientLight {
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fn default() -> Self {
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Self {
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color: Color::WHITE,
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brightness: 80.0,
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}
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}
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}
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impl AmbientLight {
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pub const NONE: AmbientLight = AmbientLight {
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color: Color::WHITE,
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brightness: 0.0,
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};
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}
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@ -20,6 +20,9 @@ use bevy_utils::tracing::warn;
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use crate::*;
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mod ambient_light;
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pub use ambient_light::AmbientLight;
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/// Constants for operating with the light units: lumens, and lux.
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pub mod light_consts {
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/// Approximations for converting the wattage of lamps to lumens.
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@ -616,45 +619,6 @@ fn calculate_cascade(
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texel_size: cascade_texel_size,
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}
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}
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/// An ambient light, which lights the entire scene equally.
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///
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/// This resource is inserted by the [`PbrPlugin`] and by default it is set to a low ambient light.
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///
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/// # Examples
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///
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/// Make ambient light slightly brighter:
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///
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/// ```
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/// # use bevy_ecs::system::ResMut;
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/// # use bevy_pbr::AmbientLight;
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/// fn setup_ambient_light(mut ambient_light: ResMut<AmbientLight>) {
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/// ambient_light.brightness = 100.0;
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/// }
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/// ```
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#[derive(Resource, Clone, Debug, ExtractResource, Reflect)]
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#[reflect(Resource)]
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pub struct AmbientLight {
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pub color: Color,
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/// A direct scale factor multiplied with `color` before being passed to the shader.
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pub brightness: f32,
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}
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impl Default for AmbientLight {
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fn default() -> Self {
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Self {
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color: Color::WHITE,
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brightness: 80.0,
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}
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}
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}
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impl AmbientLight {
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pub const NONE: AmbientLight = AmbientLight {
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color: Color::WHITE,
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brightness: 0.0,
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};
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}
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/// Add this component to make a [`Mesh`](bevy_render::mesh::Mesh) not cast shadows.
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#[derive(Component, Reflect, Default)]
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#[reflect(Component, Default)]
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