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[Merged by Bors] - Directional light #2112

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[Merged by Bors] - Directional light #2112

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msklywenn
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This PR adds a DirectionalLight component to bevy_pbr.

# Conflicts:
#	crates/bevy_pbr/src/lib.rs
# Conflicts:
#	crates/bevy_pbr/src/lib.rs
@alice-i-cecile alice-i-cecile added C-Enhancement A new feature A-Rendering Drawing game state to the screen labels May 6, 2021
crates/bevy_pbr/src/light.rs Outdated Show resolved Hide resolved
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cart commented May 7, 2021

I think this is good to merge once we resolve the nits above. Good work!

@msklywenn msklywenn marked this pull request as ready for review May 9, 2021 09:23
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cart commented May 14, 2021

I think this is good to go. We might want to make units configurable (ex: unreal does this). It feels a little odd having PointLight using "intensity" and DirectionalLight having "illuminance", but I'm totally cool with having that discussion later.

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cart commented May 14, 2021

bors r+

bors bot pushed a commit that referenced this pull request May 14, 2021
This PR adds a `DirectionalLight` component to bevy_pbr.
@bors bors bot changed the title Directional light [Merged by Bors] - Directional light May 14, 2021
@bors bors bot closed this May 14, 2021
@msklywenn msklywenn deleted the directional_light branch May 16, 2021 10:06
bors bot pushed a commit that referenced this pull request May 17, 2021
Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes #2190, introduced in #2112.

Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
ostwilkens pushed a commit to ostwilkens/bevy that referenced this pull request Jul 27, 2021
This PR adds a `DirectionalLight` component to bevy_pbr.
ostwilkens pushed a commit to ostwilkens/bevy that referenced this pull request Jul 27, 2021
Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes bevyengine#2190, introduced in bevyengine#2112.

Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
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7 participants