# 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.
		
			
				
	
	
		
			115 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example showcases atmospheric fog
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//!
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//! ## Controls
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//!
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//! | Key Binding        | Action                                 |
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//! |:-------------------|:---------------------------------------|
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//! | `Spacebar`         | Toggle Atmospheric Fog                 |
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//! | `S`                | Toggle Directional Light Fog Influence |
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use bevy::{
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    pbr::{CascadeShadowConfigBuilder, NotShadowCaster},
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    prelude::*,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(
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            Startup,
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            (setup_camera_fog, setup_terrain_scene, setup_instructions),
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        )
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        .add_systems(Update, toggle_system)
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        .run();
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}
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fn setup_camera_fog(mut commands: Commands) {
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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        DistanceFog {
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            color: Color::srgba(0.35, 0.48, 0.66, 1.0),
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            directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
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            directional_light_exponent: 30.0,
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            falloff: FogFalloff::from_visibility_colors(
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                15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
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                Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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                Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
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            ),
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        },
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    ));
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}
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fn setup_terrain_scene(
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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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    asset_server: Res<AssetServer>,
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) {
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    // Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
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    let cascade_shadow_config = CascadeShadowConfigBuilder {
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        first_cascade_far_bound: 0.3,
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        maximum_distance: 3.0,
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        ..default()
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    }
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    .build();
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    // Sun
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    commands.spawn((
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        DirectionalLight {
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            color: Color::srgb(0.98, 0.95, 0.82),
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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        cascade_shadow_config,
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    ));
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    // Terrain
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf"),
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    )));
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    // Sky
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
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        MeshMaterial3d(materials.add(StandardMaterial {
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            base_color: Srgba::hex("888888").unwrap().into(),
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            unlit: true,
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            cull_mode: None,
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            ..default()
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        })),
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        Transform::from_scale(Vec3::splat(20.0)),
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        NotShadowCaster,
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    ));
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}
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fn setup_instructions(mut commands: Commands) {
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    commands.spawn(
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        TextBundle::from_section(
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            "Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
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            TextStyle::default(),
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        )
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            bottom: 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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fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Query<&mut DistanceFog>) {
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    let mut fog = fog.single_mut();
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    if keycode.just_pressed(KeyCode::Space) {
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        let a = fog.color.alpha();
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        fog.color.set_alpha(1.0 - a);
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    }
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    if keycode.just_pressed(KeyCode::KeyS) {
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        let a = fog.directional_light_color.alpha();
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        fog.directional_light_color.set_alpha(0.5 - a);
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    }
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}
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