Move CubemapLayout out of decal code (#19960)
# Objective - Make bevy_light possible by making it possible to split out clusterable into bevy_camera ## Solution - Move cubemap stuff next to cubemap stuff. ## Testing - 3d_scene runs Note: no breaking changes thanks to re-exports
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@ -363,6 +363,42 @@ impl CubemapFrusta {
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/// Cubemap layout defines the order of images in a packed cubemap image.
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#[derive(Default, Reflect, Debug, Clone, Copy)]
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pub enum CubemapLayout {
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/// layout in a vertical cross format
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/// ```text
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/// +y
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/// -x -z +x
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/// -y
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/// +z
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/// ```
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#[default]
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CrossVertical = 0,
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/// layout in a horizontal cross format
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/// ```text
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/// +y
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/// -x -z +x +z
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/// -y
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/// ```
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CrossHorizontal = 1,
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/// layout in a vertical sequence
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/// ```text
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/// +x
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/// -y
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/// +y
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/// -y
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/// -z
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/// +z
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/// ```
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SequenceVertical = 2,
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/// layout in a horizontal sequence
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/// ```text
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/// +x -y +y -y -z +z
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/// ```
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SequenceHorizontal = 3,
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}
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#[derive(Component, Debug, Default, Reflect, Clone)]
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#[derive(Component, Debug, Default, Reflect, Clone)]
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#[reflect(Component, Default, Debug, Clone)]
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#[reflect(Component, Default, Debug, Clone)]
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pub struct CascadesFrusta {
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pub struct CascadesFrusta {
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@ -32,6 +32,7 @@ use bevy_image::Image;
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use bevy_math::Mat4;
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use bevy_math::Mat4;
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use bevy_platform::collections::HashMap;
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use bevy_platform::collections::HashMap;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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pub use bevy_render::primitives::CubemapLayout;
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use bevy_render::{
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use bevy_render::{
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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load_shader_library,
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load_shader_library,
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@ -95,42 +96,6 @@ pub struct ClusteredDecal {
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pub tag: u32,
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pub tag: u32,
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}
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}
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/// Cubemap layout defines the order of images in a packed cubemap image.
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#[derive(Default, Reflect, Debug, Clone, Copy)]
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pub enum CubemapLayout {
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/// layout in a vertical cross format
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/// ```text
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/// +y
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/// -x -z +x
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/// -y
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/// +z
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/// ```
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#[default]
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CrossVertical = 0,
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/// layout in a horizontal cross format
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/// ```text
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/// +y
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/// -x -z +x +z
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/// -y
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/// ```
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CrossHorizontal = 1,
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/// layout in a vertical sequence
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/// ```text
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/// +x
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/// -y
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/// +y
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/// -y
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/// -z
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/// +z
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/// ```
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SequenceVertical = 2,
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/// layout in a horizontal sequence
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/// ```text
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/// +x -y +y -y -z +z
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/// ```
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SequenceHorizontal = 3,
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}
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/// Add to a [`PointLight`] to add a light texture effect.
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/// Add to a [`PointLight`] to add a light texture effect.
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/// A texture mask is applied to the light source to modulate its intensity,
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/// A texture mask is applied to the light source to modulate its intensity,
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/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
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/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
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