# 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.
		
			
				
	
	
		
			97 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
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//! uniform variable.
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use bevy::{
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    asset::LoadState,
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    prelude::*,
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    reflect::TypePath,
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    render::render_resource::{AsBindGroup, ShaderRef},
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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/array_texture.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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            MaterialPlugin::<ArrayTextureMaterial>::default(),
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        ))
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        .add_systems(Startup, setup)
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        .add_systems(Update, create_array_texture)
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        .run();
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}
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#[derive(Resource)]
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struct LoadingTexture {
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    is_loaded: bool,
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    handle: Handle<Image>,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // Start loading the texture.
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    commands.insert_resource(LoadingTexture {
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        is_loaded: false,
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        handle: asset_server.load("textures/array_texture.png"),
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    });
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    // light
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    commands.spawn((
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        DirectionalLight::default(),
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        Transform::from_xyz(3.0, 2.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
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    ));
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}
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fn create_array_texture(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut loading_texture: ResMut<LoadingTexture>,
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    mut images: ResMut<Assets<Image>>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<ArrayTextureMaterial>>,
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) {
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    if loading_texture.is_loaded
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        || asset_server.load_state(loading_texture.handle.id()) != LoadState::Loaded
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    {
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        return;
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    }
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    loading_texture.is_loaded = true;
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    let image = images.get_mut(&loading_texture.handle).unwrap();
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    // Create a new array texture asset from the loaded texture.
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    let array_layers = 4;
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    image.reinterpret_stacked_2d_as_array(array_layers);
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    // Spawn some cubes using the array texture
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    let mesh_handle = meshes.add(Cuboid::default());
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    let material_handle = materials.add(ArrayTextureMaterial {
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        array_texture: loading_texture.handle.clone(),
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    });
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    for x in -5..=5 {
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        commands.spawn((
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            Mesh3d(mesh_handle.clone()),
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            MeshMaterial3d(material_handle.clone()),
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            Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
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        ));
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    }
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct ArrayTextureMaterial {
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    #[texture(0, dimension = "2d_array")]
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    #[sampler(1)]
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    array_texture: Handle<Image>,
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}
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impl Material for ArrayTextureMaterial {
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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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