# 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.
		
			
				
	
	
		
			89 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates fog volumes with voxel density textures.
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//!
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//! We render the Stanford bunny as a fog volume. Parts of the bunny become
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//! lighter and darker as the camera rotates. This is physically-accurate
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//! behavior that results from the scattering and absorption of the directional
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//! light.
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use bevy::{
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    math::vec3,
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    pbr::{FogVolume, VolumetricFog, VolumetricLight},
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    prelude::*,
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    render::world_sync::SyncToRenderWorld,
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};
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/// Entry point.
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Bevy Fog Volumes Example".into(),
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                ..default()
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            }),
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            ..default()
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        }))
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        .insert_resource(AmbientLight::NONE)
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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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/// Spawns all the objects in the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // Spawn a fog volume with a voxelized version of the Stanford bunny.
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    commands
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        .spawn(SpatialBundle {
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            visibility: Visibility::Visible,
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            transform: Transform::from_xyz(0.0, 0.5, 0.0),
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            ..default()
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        })
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        .insert(FogVolume {
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            density_texture: Some(asset_server.load("volumes/bunny.ktx2")),
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            density_factor: 1.0,
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            // Scatter as much of the light as possible, to brighten the bunny
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            // up.
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            scattering: 1.0,
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            ..default()
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        })
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        // indicates that this fog volume needs to be Synchronized to the render world
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        .insert(SyncToRenderWorld);
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    // Spawn a bright directional light that illuminates the fog well.
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    commands.spawn((
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        Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y),
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        DirectionalLight {
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            shadows_enabled: true,
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            illuminance: 32000.0,
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            ..default()
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        },
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        // Make sure to add this for the light to interact with the fog.
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        VolumetricLight,
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    ));
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    // Spawn a camera.
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-0.75, 1.0, 2.0).looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
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        Camera {
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            hdr: true,
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            ..default()
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        },
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        VolumetricFog {
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            // Make this relatively high in order to increase the fog quality.
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            step_count: 64,
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            // Disable ambient light.
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            ambient_intensity: 0.0,
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            ..default()
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        },
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    ));
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}
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/// Rotates the camera a bit every frame.
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fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) {
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    for mut camera_transform in cameras.iter_mut() {
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        *camera_transform =
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            Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation)
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                .looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y);
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    }
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}
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