
# Objective - define scenes without bevy_render ## Solution - Move Camera2d/3d components out of bevy_core_pipeline ## Testing - 3d_scene runs fine Note: no breaking changes thanks to re-exports
140 lines
5.5 KiB
Rust
140 lines
5.5 KiB
Rust
use crate::{primitives::Frustum, Camera, CameraProjection, OrthographicProjection, Projection};
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use bevy_ecs::prelude::*;
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use bevy_reflect::{std_traits::ReflectDefault, Reflect, ReflectDeserialize, ReflectSerialize};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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use serde::{Deserialize, Serialize};
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use wgpu_types::{LoadOp, TextureUsages};
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/// A 2D camera component. Enables the 2D render graph for a [`Camera`].
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#[derive(Component, Default, Reflect, Clone)]
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#[reflect(Component, Default, Clone)]
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#[require(
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Camera,
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Projection::Orthographic(OrthographicProjection::default_2d()),
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Frustum = OrthographicProjection::default_2d().compute_frustum(&GlobalTransform::from(Transform::default())),
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)]
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pub struct Camera2d;
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/// A 3D camera component. Enables the main 3D render graph for a [`Camera`].
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///
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/// The camera coordinate space is right-handed X-right, Y-up, Z-back.
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/// This means "forward" is -Z.
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#[derive(Component, Reflect, Clone)]
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#[reflect(Component, Default, Clone)]
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#[require(Camera, Projection)]
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pub struct Camera3d {
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/// The depth clear operation to perform for the main 3d pass.
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pub depth_load_op: Camera3dDepthLoadOp,
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/// The texture usages for the depth texture created for the main 3d pass.
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pub depth_texture_usages: Camera3dDepthTextureUsage,
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/// How many individual steps should be performed in the `Transmissive3d` pass.
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///
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/// Roughly corresponds to how many “layers of transparency” are rendered for screen space
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/// specular transmissive objects. Each step requires making one additional
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/// texture copy, so it's recommended to keep this number to a reasonably low value. Defaults to `1`.
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///
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/// ### Notes
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///
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/// - No copies will be performed if there are no transmissive materials currently being rendered,
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/// regardless of this setting.
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/// - Setting this to `0` disables the screen-space refraction effect entirely, and falls
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/// back to refracting only the environment map light's texture.
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/// - If set to more than `0`, any opaque [`clear_color`](Camera::clear_color) will obscure the environment
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/// map light's texture, preventing it from being visible “through” transmissive materials. If you'd like
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/// to still have the environment map show up in your refractions, you can set the clear color's alpha to `0.0`.
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/// Keep in mind that depending on the platform and your window settings, this may cause the window to become
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/// transparent.
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pub screen_space_specular_transmission_steps: usize,
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/// The quality of the screen space specular transmission blur effect, applied to whatever's “behind” transmissive
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/// objects when their `roughness` is greater than `0.0`.
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///
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/// Higher qualities are more GPU-intensive.
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///
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/// **Note:** You can get better-looking results at any quality level by enabling TAA. See: `TemporalAntiAliasPlugin`
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pub screen_space_specular_transmission_quality: ScreenSpaceTransmissionQuality,
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}
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impl Default for Camera3d {
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fn default() -> Self {
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Self {
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depth_load_op: Default::default(),
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depth_texture_usages: TextureUsages::RENDER_ATTACHMENT.into(),
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screen_space_specular_transmission_steps: 1,
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screen_space_specular_transmission_quality: Default::default(),
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}
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}
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}
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#[derive(Clone, Copy, Reflect, Serialize, Deserialize)]
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#[reflect(Serialize, Deserialize, Clone)]
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pub struct Camera3dDepthTextureUsage(pub u32);
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impl From<TextureUsages> for Camera3dDepthTextureUsage {
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fn from(value: TextureUsages) -> Self {
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Self(value.bits())
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}
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}
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impl From<Camera3dDepthTextureUsage> for TextureUsages {
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fn from(value: Camera3dDepthTextureUsage) -> Self {
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Self::from_bits_truncate(value.0)
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}
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}
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/// The depth clear operation to perform for the main 3d pass.
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#[derive(Reflect, Serialize, Deserialize, Clone, Debug)]
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#[reflect(Serialize, Deserialize, Clone, Default)]
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pub enum Camera3dDepthLoadOp {
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/// Clear with a specified value.
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/// Note that 0.0 is the far plane due to bevy's use of reverse-z projections.
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Clear(f32),
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/// Load from memory.
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Load,
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}
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impl Default for Camera3dDepthLoadOp {
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fn default() -> Self {
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Camera3dDepthLoadOp::Clear(0.0)
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}
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}
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impl From<Camera3dDepthLoadOp> for LoadOp<f32> {
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fn from(config: Camera3dDepthLoadOp) -> Self {
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match config {
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Camera3dDepthLoadOp::Clear(x) => LoadOp::Clear(x),
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Camera3dDepthLoadOp::Load => LoadOp::Load,
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}
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}
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}
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/// The quality of the screen space transmission blur effect, applied to whatever's “behind” transmissive
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/// objects when their `roughness` is greater than `0.0`.
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///
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/// Higher qualities are more GPU-intensive.
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///
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/// **Note:** You can get better-looking results at any quality level by enabling TAA. See: `TemporalAntiAliasPlugin`
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#[derive(Resource, Default, Clone, Copy, Reflect, PartialEq, PartialOrd, Debug)]
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#[reflect(Resource, Default, Clone, Debug, PartialEq)]
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pub enum ScreenSpaceTransmissionQuality {
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/// Best performance at the cost of quality. Suitable for lower end GPUs. (e.g. Mobile)
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///
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/// `num_taps` = 4
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Low,
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/// A balanced option between quality and performance.
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///
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/// `num_taps` = 8
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#[default]
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Medium,
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/// Better quality. Suitable for high end GPUs. (e.g. Desktop)
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///
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/// `num_taps` = 16
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High,
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/// The highest quality, suitable for non-realtime rendering. (e.g. Pre-rendered cinematics and photo mode)
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///
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/// `num_taps` = 32
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Ultra,
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}
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