use bevy::{
camera::Camera2d,
color::{Alpha, LinearRgba},
ecs::{
component::Component,
lifecycle::RemovedComponents,
query::{Changed, With},
system::{Commands, Query, Single},
},
mesh::Mesh2d,
render::{Extract, render_resource::ShaderType, sync_world::RenderEntity},
utils::default,
};
use bytemuck::{Pod, Zeroable};
use crate::light::prelude::*;
#[derive(Component, Default, Clone, Copy, ShaderType, Debug)]
pub(crate) struct ExtractedAmbientLight2d {
color: LinearRgba,
}
impl From<AmbientLight2d> for ExtractedAmbientLight2d {
fn from(light: AmbientLight2d) -> Self {
Self {
color: (light.color.to_linear() * light.intensity).with_alpha(1.),
..default()
}
}
}
#[repr(C)]
#[derive(Component, Default, Clone, Copy, ShaderType, Debug, Pod, Zeroable)]
pub(crate) struct ExtractedMeshLight2d {
pub(super) color: LinearRgba,
}
impl From<MeshLight2d> for ExtractedMeshLight2d {
fn from(light: MeshLight2d) -> Self {
Self {
color: (light.color.to_linear() * light.intensity).with_alpha(1.),
..default()
}
}
}
pub(super) fn extract_ambient_light(
mut removed_ambient: Extract<RemovedComponents<AmbientLight2d>>,
ambient: Extract<
Single<(&RenderEntity, &AmbientLight2d), (Changed<AmbientLight2d>, With<Camera2d>)>,
>,
render_entity_query: Extract<Query<&RenderEntity>>,
mut commands: Commands,
) {
for entity in removed_ambient.read() {
let Ok(render_entity) = render_entity_query.get(entity) else {
continue;
};
commands
.entity(**render_entity)
.remove::<ExtractedAmbientLight2d>();
}
let (render_entity, ambient) = **ambient;
commands
.entity(**render_entity)
.insert(ExtractedAmbientLight2d::from(*ambient));
}
pub(super) fn extract_mesh_lights(
mut removed_lights: Extract<RemovedComponents<MeshLight2d>>,
light_query: Extract<Query<(&RenderEntity, &MeshLight2d), With<Mesh2d>>>,
render_entity_query: Extract<Query<&RenderEntity>>,
mut commands: Commands,
) {
for entity in removed_lights.read() {
let Ok(render_entity) = render_entity_query.get(entity) else {
continue;
};
commands
.entity(**render_entity)
.remove::<ExtractedMeshLight2d>();
}
for (render_entity, light) in &light_query {
commands
.entity(**render_entity)
.insert(ExtractedMeshLight2d::from(*light));
}
}