# 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.
		
			
				
	
	
		
			108 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			108 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example demonstrates how to use a storage buffer with `AsBindGroup` in a custom material.
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use bevy::{
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    prelude::*,
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    reflect::TypePath,
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    render::{
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        render_resource::{AsBindGroup, ShaderRef},
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        storage::ShaderStorageBuffer,
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    },
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};
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const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.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, update)
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        .run();
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}
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/// set up a simple 3D 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 buffers: ResMut<Assets<ShaderStorageBuffer>>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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    // Example data for the storage buffer
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    let color_data: Vec<[f32; 4]> = vec![
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        [1.0, 0.0, 0.0, 1.0],
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        [0.0, 1.0, 0.0, 1.0],
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        [0.0, 0.0, 1.0, 1.0],
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        [1.0, 1.0, 0.0, 1.0],
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        [0.0, 1.0, 1.0, 1.0],
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    ];
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    let colors = buffers.add(ShaderStorageBuffer::from(color_data));
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    // Create the custom material with the storage buffer
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    let custom_material = CustomMaterial { colors };
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    let material_handle = materials.add(custom_material);
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    commands.insert_resource(CustomMaterialHandle(material_handle.clone()));
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    // Spawn cubes with the custom material
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    for i in -6..=6 {
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        for j in -3..=3 {
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            commands.spawn((
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                Mesh3d(meshes.add(Cuboid::from_size(Vec3::splat(0.3)))),
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                MeshMaterial3d(material_handle.clone()),
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                Transform::from_xyz(i as f32, j as f32, 0.0),
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            ));
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        }
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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(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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}
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// Update the material color by time
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fn update(
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    time: Res<Time>,
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    material_handle: Res<CustomMaterialHandle>,
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    mut materials: ResMut<Assets<CustomMaterial>>,
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    mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
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) {
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    let material = materials.get_mut(&material_handle.0).unwrap();
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    let buffer = buffers.get_mut(&material.colors).unwrap();
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    buffer.set_data(
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        (0..5)
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            .map(|i| {
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                let t = time.elapsed_seconds() * 5.0;
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                [
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                    ops::sin(t + i as f32) / 2.0 + 0.5,
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                    ops::sin(t + i as f32 + 2.0) / 2.0 + 0.5,
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                    ops::sin(t + i as f32 + 4.0) / 2.0 + 0.5,
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                    1.0,
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                ]
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            })
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            .collect::<Vec<[f32; 4]>>()
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            .as_slice(),
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    );
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}
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// Holds a handle to the custom material
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#[derive(Resource)]
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struct CustomMaterialHandle(Handle<CustomMaterial>);
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// This struct defines the data 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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    #[storage(0, read_only)]
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    colors: Handle<ShaderStorageBuffer>,
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}
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impl Material for CustomMaterial {
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    fn vertex_shader() -> ShaderRef {
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        SHADER_ASSET_PATH.into()
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    }
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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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