# 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.
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A shader that samples a texture with view-independent UV coordinates.
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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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};
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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_screenspace_texture.wgsl";
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fn main() {
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    App::new()
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        .add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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        .add_systems(Startup, setup)
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        .add_systems(Update, rotate_camera)
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        .run();
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}
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#[derive(Component)]
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struct MainCamera;
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut custom_materials: ResMut<Assets<CustomMaterial>>,
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    mut standard_materials: ResMut<Assets<StandardMaterial>>,
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) {
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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        MeshMaterial3d(standard_materials.add(Color::srgb(0.3, 0.5, 0.3))),
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    ));
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    commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(custom_materials.add(CustomMaterial {
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            texture: asset_server.load(
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                "models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png",
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            ),
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        })),
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        Transform::from_xyz(0.0, 0.5, 0.0),
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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(4.0, 2.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
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        MainCamera,
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    ));
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}
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fn rotate_camera(mut camera: Query<&mut Transform, With<MainCamera>>, time: Res<Time>) {
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    let cam_transform = camera.single_mut().into_inner();
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    cam_transform.rotate_around(
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        Vec3::ZERO,
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        Quat::from_axis_angle(Vec3::Y, 45f32.to_radians() * time.delta_seconds()),
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    );
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    cam_transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {
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    #[texture(0)]
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    #[sampler(1)]
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    texture: Handle<Image>,
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}
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impl Material 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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