 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# 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.
		
			
				
	
	
		
			388 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			388 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how to enable per-object motion blur. This rendering feature can be configured per
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| //! camera using the [`MotionBlur`] component.z
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| 
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| use bevy::{core_pipeline::motion_blur::MotionBlur, math::ops, prelude::*};
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| 
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| fn main() {
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|     let mut app = App::new();
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| 
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|     // MSAA and Motion Blur together are not compatible on WebGL
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|     #[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
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|     app.insert_resource(Msaa::Off);
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| 
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|     app.add_plugins(DefaultPlugins)
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|         .add_systems(Startup, (setup_camera, setup_scene, setup_ui))
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|         .add_systems(Update, (keyboard_inputs, move_cars, move_camera).chain())
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|         .run();
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| }
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| 
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| fn setup_camera(mut commands: Commands) {
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|     commands.spawn((
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|         Camera3d::default(),
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|         // Add the `MotionBlur` component to a camera to enable motion blur.
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|         // Motion blur requires the depth and motion vector prepass, which this bundle adds.
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|         // Configure the amount and quality of motion blur per-camera using this component.
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|         MotionBlur {
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|             shutter_angle: 1.0,
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|             samples: 2,
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|             #[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
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|             _webgl2_padding: Default::default(),
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|         },
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|     ));
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| }
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| 
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| // Everything past this point is used to build the example, but isn't required to use motion blur.
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| 
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| #[derive(Resource)]
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| enum CameraMode {
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|     Track,
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|     Chase,
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| }
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| 
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| #[derive(Component)]
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| struct Moves(f32);
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| 
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| #[derive(Component)]
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| struct CameraTracked;
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| 
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| #[derive(Component)]
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| struct Rotates;
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| 
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| fn setup_scene(
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|     asset_server: Res<AssetServer>,
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|     mut images: ResMut<Assets<Image>>,
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     commands.insert_resource(AmbientLight {
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|         color: Color::WHITE,
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|         brightness: 300.0,
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|     });
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|     commands.insert_resource(CameraMode::Chase);
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|     commands.spawn((
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|         DirectionalLight {
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|             illuminance: 3_000.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::default().looking_to(Vec3::new(-1.0, -0.7, -1.0), Vec3::X),
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|     ));
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|     // Sky
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::default())),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             unlit: true,
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|             base_color: Color::linear_rgb(0.1, 0.6, 1.0),
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|             ..default()
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|         })),
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|         Transform::default().with_scale(Vec3::splat(-4000.0)),
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|     ));
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|     // Ground
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|     let mut plane: Mesh = Plane3d::default().into();
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|     let uv_size = 4000.0;
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|     let uvs = vec![[uv_size, 0.0], [0.0, 0.0], [0.0, uv_size], [uv_size; 2]];
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|     plane.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
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|     commands.spawn((
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|         Mesh3d(meshes.add(plane)),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Color::WHITE,
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|             perceptual_roughness: 1.0,
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|             base_color_texture: Some(images.add(uv_debug_texture())),
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|             ..default()
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|         })),
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|         Transform::from_xyz(0.0, -0.65, 0.0).with_scale(Vec3::splat(80.)),
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|     ));
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| 
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|     spawn_cars(&asset_server, &mut meshes, &mut materials, &mut commands);
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|     spawn_trees(&mut meshes, &mut materials, &mut commands);
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|     spawn_barriers(&mut meshes, &mut materials, &mut commands);
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| }
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| 
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| fn spawn_cars(
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|     asset_server: &AssetServer,
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|     meshes: &mut Assets<Mesh>,
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|     materials: &mut Assets<StandardMaterial>,
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|     commands: &mut Commands,
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| ) {
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|     const N_CARS: usize = 20;
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|     let box_mesh = meshes.add(Cuboid::new(0.3, 0.15, 0.55));
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|     let cylinder = meshes.add(Cylinder::default());
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|     let logo = asset_server.load("branding/icon.png");
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|     let wheel_matl = materials.add(StandardMaterial {
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|         base_color: Color::WHITE,
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|         base_color_texture: Some(logo.clone()),
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|         ..default()
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|     });
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| 
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|     let mut matl = |color| {
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|         materials.add(StandardMaterial {
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|             base_color: color,
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|             ..default()
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|         })
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|     };
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| 
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|     let colors = [
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|         matl(Color::linear_rgb(1.0, 0.0, 0.0)),
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|         matl(Color::linear_rgb(1.0, 1.0, 0.0)),
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|         matl(Color::BLACK),
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|         matl(Color::linear_rgb(0.0, 0.0, 1.0)),
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|         matl(Color::linear_rgb(0.0, 1.0, 0.0)),
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|         matl(Color::linear_rgb(1.0, 0.0, 1.0)),
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|         matl(Color::linear_rgb(0.5, 0.5, 0.0)),
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|         matl(Color::linear_rgb(1.0, 0.5, 0.0)),
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|     ];
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| 
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|     for i in 0..N_CARS {
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|         let color = colors[i % colors.len()].clone();
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|         commands
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|             .spawn((
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|                 Mesh3d(box_mesh.clone()),
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|                 MeshMaterial3d(color.clone()),
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|                 Transform::from_scale(Vec3::splat(0.5)),
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|                 Moves(i as f32 * 2.0),
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|             ))
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|             .insert_if(CameraTracked, || i == 0)
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|             .with_children(|parent| {
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|                 parent.spawn((
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|                     Mesh3d(box_mesh.clone()),
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|                     MeshMaterial3d(color),
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|                     Transform::from_xyz(0.0, 0.08, 0.03).with_scale(Vec3::new(1.0, 1.0, 0.5)),
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|                 ));
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|                 let mut spawn_wheel = |x: f32, z: f32| {
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|                     parent.spawn((
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|                         Mesh3d(cylinder.clone()),
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|                         MeshMaterial3d(wheel_matl.clone()),
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|                         Transform::from_xyz(0.14 * x, -0.045, 0.15 * z)
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|                             .with_scale(Vec3::new(0.15, 0.04, 0.15))
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|                             .with_rotation(Quat::from_rotation_z(std::f32::consts::FRAC_PI_2)),
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|                         Rotates,
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|                     ));
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|                 };
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|                 spawn_wheel(1.0, 1.0);
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|                 spawn_wheel(1.0, -1.0);
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|                 spawn_wheel(-1.0, 1.0);
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|                 spawn_wheel(-1.0, -1.0);
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|             });
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|     }
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| }
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| 
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| fn spawn_barriers(
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|     meshes: &mut Assets<Mesh>,
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|     materials: &mut Assets<StandardMaterial>,
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|     commands: &mut Commands,
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| ) {
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|     const N_CONES: usize = 100;
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|     let capsule = meshes.add(Capsule3d::default());
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|     let matl = materials.add(StandardMaterial {
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|         base_color: Color::srgb_u8(255, 87, 51),
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|         reflectance: 1.0,
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|         ..default()
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|     });
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|     let mut spawn_with_offset = |offset: f32| {
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|         for i in 0..N_CONES {
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|             let pos = race_track_pos(
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|                 offset,
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|                 (i as f32) / (N_CONES as f32) * std::f32::consts::PI * 2.0,
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|             );
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|             commands.spawn((
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|                 Mesh3d(capsule.clone()),
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|                 MeshMaterial3d(matl.clone()),
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|                 Transform::from_xyz(pos.x, -0.65, pos.y).with_scale(Vec3::splat(0.07)),
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|             ));
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|         }
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|     };
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|     spawn_with_offset(0.04);
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|     spawn_with_offset(-0.04);
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| }
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| 
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| fn spawn_trees(
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|     meshes: &mut Assets<Mesh>,
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|     materials: &mut Assets<StandardMaterial>,
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|     commands: &mut Commands,
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| ) {
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|     const N_TREES: usize = 30;
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|     let capsule = meshes.add(Capsule3d::default());
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|     let sphere = meshes.add(Sphere::default());
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|     let leaves = materials.add(Color::linear_rgb(0.0, 1.0, 0.0));
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|     let trunk = materials.add(Color::linear_rgb(0.4, 0.2, 0.2));
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| 
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|     let mut spawn_with_offset = |offset: f32| {
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|         for i in 0..N_TREES {
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|             let pos = race_track_pos(
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|                 offset,
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|                 (i as f32) / (N_TREES as f32) * std::f32::consts::PI * 2.0,
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|             );
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|             let [x, z] = pos.into();
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|             commands.spawn((
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|                 Mesh3d(sphere.clone()),
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|                 MeshMaterial3d(leaves.clone()),
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|                 Transform::from_xyz(x, -0.3, z).with_scale(Vec3::splat(0.3)),
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|             ));
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|             commands.spawn((
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|                 Mesh3d(capsule.clone()),
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|                 MeshMaterial3d(trunk.clone()),
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|                 Transform::from_xyz(x, -0.5, z).with_scale(Vec3::new(0.05, 0.3, 0.05)),
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|             ));
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|         }
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|     };
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|     spawn_with_offset(0.07);
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|     spawn_with_offset(-0.07);
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| }
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| 
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| fn setup_ui(mut commands: Commands) {
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|     let style = TextStyle::default();
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| 
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|     commands.spawn(
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|         TextBundle::from_sections(vec![
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|             TextSection::new(String::new(), style.clone()),
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|             TextSection::new(String::new(), style.clone()),
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|             TextSection::new("1/2: -/+ shutter angle (blur amount)\n", style.clone()),
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|             TextSection::new("3/4: -/+ sample count (blur quality)\n", style.clone()),
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|             TextSection::new("Spacebar: cycle camera\n", style.clone()),
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|         ])
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         }),
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|     );
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| }
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| 
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| fn keyboard_inputs(
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|     mut motion_blur: Query<&mut MotionBlur>,
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|     presses: Res<ButtonInput<KeyCode>>,
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|     mut text: Query<&mut Text>,
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|     mut camera: ResMut<CameraMode>,
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| ) {
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|     let mut motion_blur = motion_blur.single_mut();
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|     if presses.just_pressed(KeyCode::Digit1) {
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|         motion_blur.shutter_angle -= 0.25;
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|     } else if presses.just_pressed(KeyCode::Digit2) {
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|         motion_blur.shutter_angle += 0.25;
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|     } else if presses.just_pressed(KeyCode::Digit3) {
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|         motion_blur.samples = motion_blur.samples.saturating_sub(1);
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|     } else if presses.just_pressed(KeyCode::Digit4) {
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|         motion_blur.samples += 1;
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|     } else if presses.just_pressed(KeyCode::Space) {
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|         *camera = match *camera {
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|             CameraMode::Track => CameraMode::Chase,
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|             CameraMode::Chase => CameraMode::Track,
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|         };
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|     }
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|     motion_blur.shutter_angle = motion_blur.shutter_angle.clamp(0.0, 1.0);
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|     motion_blur.samples = motion_blur.samples.clamp(0, 64);
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|     let mut text = text.single_mut();
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|     text.sections[0].value = format!("Shutter angle: {:.2}\n", motion_blur.shutter_angle);
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|     text.sections[1].value = format!("Samples: {:.5}\n", motion_blur.samples);
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| }
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| 
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| /// Parametric function for a looping race track. `offset` will return the point offset
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| /// perpendicular to the track at the given point.
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| fn race_track_pos(offset: f32, t: f32) -> Vec2 {
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|     let x_tweak = 2.0;
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|     let y_tweak = 3.0;
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|     let scale = 8.0;
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|     let x0 = ops::sin(x_tweak * t);
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|     let y0 = ops::cos(y_tweak * t);
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|     let dx = x_tweak * ops::cos(x_tweak * t);
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|     let dy = y_tweak * -ops::sin(y_tweak * t);
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|     let dl = ops::hypot(dx, dy);
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|     let x = x0 + offset * dy / dl;
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|     let y = y0 - offset * dx / dl;
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|     Vec2::new(x, y) * scale
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| }
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| 
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| fn move_cars(
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|     time: Res<Time>,
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|     mut movables: Query<(&mut Transform, &Moves, &Children)>,
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|     mut spins: Query<&mut Transform, (Without<Moves>, With<Rotates>)>,
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| ) {
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|     for (mut transform, moves, children) in &mut movables {
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|         let time = time.elapsed_seconds() * 0.25;
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|         let t = time + 0.5 * moves.0;
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|         let dx = ops::cos(t);
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|         let dz = -ops::sin(3.0 * t);
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|         let speed_variation = (dx * dx + dz * dz).sqrt() * 0.15;
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|         let t = t + speed_variation;
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|         let prev = transform.translation;
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|         transform.translation.x = race_track_pos(0.0, t).x;
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|         transform.translation.z = race_track_pos(0.0, t).y;
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|         transform.translation.y = -0.59;
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|         let delta = transform.translation - prev;
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|         transform.look_to(delta, Vec3::Y);
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|         for child in children.iter() {
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|             let Ok(mut wheel) = spins.get_mut(*child) else {
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|                 continue;
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|             };
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|             let radius = wheel.scale.x;
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|             let circumference = 2.0 * std::f32::consts::PI * radius;
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|             let angle = delta.length() / circumference * std::f32::consts::PI * 2.0;
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|             wheel.rotate_local_y(angle);
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|         }
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|     }
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| }
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| 
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| fn move_camera(
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|     mut camera: Query<(&mut Transform, &mut Projection), Without<CameraTracked>>,
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|     tracked: Query<&Transform, With<CameraTracked>>,
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|     mode: Res<CameraMode>,
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| ) {
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|     let tracked = tracked.single();
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|     let (mut transform, mut projection) = camera.single_mut();
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|     match *mode {
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|         CameraMode::Track => {
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|             transform.look_at(tracked.translation, Vec3::Y);
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|             transform.translation = Vec3::new(15.0, -0.5, 0.0);
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|             if let Projection::Perspective(perspective) = &mut *projection {
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|                 perspective.fov = 0.05;
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|             }
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|         }
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|         CameraMode::Chase => {
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|             transform.translation =
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|                 tracked.translation + Vec3::new(0.0, 0.15, 0.0) + tracked.back() * 0.6;
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|             transform.look_to(*tracked.forward(), Vec3::Y);
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|             if let Projection::Perspective(perspective) = &mut *projection {
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|                 perspective.fov = 1.0;
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|             }
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|         }
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|     }
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| }
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| 
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| fn uv_debug_texture() -> Image {
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|     use bevy::render::{render_asset::RenderAssetUsages, render_resource::*, texture::*};
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|     const TEXTURE_SIZE: usize = 7;
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| 
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|     let mut palette = [
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|         164, 164, 164, 255, 168, 168, 168, 255, 153, 153, 153, 255, 139, 139, 139, 255, 153, 153,
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|         153, 255, 177, 177, 177, 255, 159, 159, 159, 255,
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|     ];
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| 
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|     let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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|     for y in 0..TEXTURE_SIZE {
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|         let offset = TEXTURE_SIZE * y * 4;
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|         texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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|         palette.rotate_right(12);
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|     }
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| 
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|     let mut img = Image::new_fill(
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|         Extent3d {
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|             width: TEXTURE_SIZE as u32,
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|             height: TEXTURE_SIZE as u32,
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|             depth_or_array_layers: 1,
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|         },
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|         TextureDimension::D2,
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|         &texture_data,
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|         TextureFormat::Rgba8UnormSrgb,
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|         RenderAssetUsages::RENDER_WORLD,
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|     );
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|     img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
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|         address_mode_u: ImageAddressMode::Repeat,
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|         address_mode_v: ImageAddressMode::MirrorRepeat,
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|         mag_filter: ImageFilterMode::Nearest,
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|         ..ImageSamplerDescriptor::linear()
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|     });
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|     img
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| }
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