# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			61 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader and a material that uses it.
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use bevy::{
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    prelude::*,
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    reflect::TypePath,
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    render::render_resource::{AsBindGroup, ShaderRef},
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    sprite::{Material2d, Material2dPlugin},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/custom_material_2d.wgsl";
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins,
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            Material2dPlugin::<CustomMaterial>::default(),
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        ))
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        .add_systems(Startup, setup)
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        .run();
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}
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// Setup a simple 2d scene
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    // camera
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    commands.spawn(Camera2d);
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    // quad
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    commands.spawn((
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        Mesh2d(meshes.add(Rectangle::default())),
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        MeshMaterial2d(materials.add(CustomMaterial {
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            color: LinearRgba::BLUE,
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            color_texture: Some(asset_server.load("branding/icon.png")),
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        })),
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        Transform::default().with_scale(Vec3::splat(128.)),
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    ));
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {
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    #[uniform(0)]
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    color: LinearRgba,
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    #[texture(1)]
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    #[sampler(2)]
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    color_texture: Option<Handle<Image>>,
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}
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/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material2d api docs for details!
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impl Material2d for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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}
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