Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
11 changes: 11 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -2703,6 +2703,17 @@ description = "Test rendering of many UI elements"
category = "Stress Tests"
wasm = true

[[example]]
name = "many_cameras_lights"
path = "examples/stress_tests/many_cameras_lights.rs"
doc-scrape-examples = true

[package.metadata.example.many_cameras_lights]
name = "Many Cameras & Lights"
description = "Test rendering of many cameras and lights"
category = "Stress Tests"
wasm = true

[[example]]
name = "many_cubes"
path = "examples/stress_tests/many_cubes.rs"
Expand Down
13 changes: 12 additions & 1 deletion crates/bevy_pbr/src/light/mod.rs
Original file line number Diff line number Diff line change
@@ -1,6 +1,9 @@
use core::ops::DerefMut;

use bevy_ecs::{entity::EntityHashMap, prelude::*};
use bevy_ecs::{
entity::{EntityHashMap, EntityHashSet},
prelude::*,
};
use bevy_math::{ops, Mat4, Vec3A, Vec4};
use bevy_reflect::prelude::*;
use bevy_render::{
Expand Down Expand Up @@ -836,6 +839,7 @@ pub fn check_dir_light_mesh_visibility(
});
}

#[allow(clippy::too_many_arguments)]
pub fn check_point_light_mesh_visibility(
visible_point_lights: Query<&VisibleClusterableObjects>,
mut point_lights: Query<(
Expand Down Expand Up @@ -872,10 +876,17 @@ pub fn check_point_light_mesh_visibility(
visible_entity_ranges: Option<Res<VisibleEntityRanges>>,
mut cubemap_visible_entities_queue: Local<Parallel<[Vec<Entity>; 6]>>,
mut spot_visible_entities_queue: Local<Parallel<Vec<Entity>>>,
mut checked_lights: Local<EntityHashSet>,
) {
checked_lights.clear();

let visible_entity_ranges = visible_entity_ranges.as_deref();
for visible_lights in &visible_point_lights {
for light_entity in visible_lights.entities.iter().copied() {
if !checked_lights.insert(light_entity) {
continue;
}

// Point lights
if let Ok((
point_light,
Expand Down
Loading
Loading