Remove dead code
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@ -1,61 +0,0 @@
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use bevy::prelude::*;
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use bevy::pbr::{CascadeShadowConfig, CascadeShadowConfigBuilder, DirectionalLightShadowMap};
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlenderBackgroundShader {
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pub color: Color,
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pub brightness: f32,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlenderShadowSettings {
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pub size: usize,
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}
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pub fn lighting_replace_proxies(
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mut added_dirights: Query<(Entity, &mut DirectionalLight), Added<DirectionalLight>>,
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mut added_spotlights: Query<&mut SpotLight, Added<SpotLight>>,
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mut added_pointlights: Query<&mut PointLight, Added<PointLight>>,
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added_ambient_proxies: Query<&BlenderBackgroundShader, Added<BlenderBackgroundShader>>,
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added_shadowmap_settings: Query<&BlenderShadowSettings, Added<BlenderShadowSettings>>,
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mut commands: Commands,
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) {
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for (entity, mut light) in added_dirights.iter_mut() {
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// light.illuminance *= 5.0; // arbitrary/ eyeballed to match the levels of Blender
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light.shadows_enabled = true;
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let shadow_config: CascadeShadowConfig = CascadeShadowConfigBuilder {
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first_cascade_far_bound: 15.0,
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maximum_distance: 135.0,
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..default()
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}
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.into();
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commands.entity(entity).insert(shadow_config);
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}
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for mut light in added_spotlights.iter_mut() {
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light.shadows_enabled = true;
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}
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for mut light in added_pointlights.iter_mut() {
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// light.intensity *= 0.001; // arbitrary/ eyeballed to match the levels of Blender
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light.shadows_enabled = true;
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}
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for setting in added_shadowmap_settings.iter() {
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commands.insert_resource(DirectionalLightShadowMap { size: setting.size });
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}
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for ambient in added_ambient_proxies.iter() {
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println!("AMBIENT {:?} {}", ambient.color, ambient.brightness);
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commands.insert_resource(AmbientLight {
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color: ambient.color,
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brightness: ambient.brightness, // * 4000.,
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});
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// FIXME: does this belong here ?
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commands.insert_resource(ClearColor(ambient.color * ambient.brightness));
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}
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}
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@ -1,16 +1,11 @@
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mod lighting_replace_proxies;
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use lighting_replace_proxies::*;
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use bevy::pbr::NotShadowCaster;
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use bevy::prelude::*;
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pub struct LightingPlugin;
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impl Plugin for LightingPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<BlenderBackgroundShader>()
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.register_type::<BlenderShadowSettings>()
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app
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// FIXME: adding these since they are missing
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.register_type::<NotShadowCaster>()
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.add_systems(PreUpdate, lighting_replace_proxies);
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.register_type::<NotShadowCaster>();
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}
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}
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