# 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.
		
			
				
	
	
		
			372 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			372 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows how to create a custom render pass that runs after the main pass
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//! and reads the texture generated by the main pass.
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//!
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//! The example shader is a very simple implementation of chromatic aberration.
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//! To adapt this example for 2D, replace all instances of 3D structures (such as `Core3D`, etc.) with their corresponding 2D counterparts.
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//!
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//! This is a fairly low level example and assumes some familiarity with rendering concepts and wgpu.
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use bevy::{
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    core_pipeline::{
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        core_3d::graph::{Core3d, Node3d},
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        fullscreen_vertex_shader::fullscreen_shader_vertex_state,
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    },
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    ecs::query::QueryItem,
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    prelude::*,
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    render::{
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        extract_component::{
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            ComponentUniforms, DynamicUniformIndex, ExtractComponent, ExtractComponentPlugin,
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            UniformComponentPlugin,
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        },
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        render_graph::{
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            NodeRunError, RenderGraphApp, RenderGraphContext, RenderLabel, ViewNode, ViewNodeRunner,
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        },
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        render_resource::{
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            binding_types::{sampler, texture_2d, uniform_buffer},
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            *,
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        },
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        renderer::{RenderContext, RenderDevice},
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        texture::BevyDefault,
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        view::ViewTarget,
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        RenderApp,
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    },
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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/post_processing.wgsl";
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fn main() {
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    App::new()
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        .add_plugins((DefaultPlugins, PostProcessPlugin))
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        .add_systems(Startup, setup)
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        .add_systems(Update, (rotate, update_settings))
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        .run();
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}
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/// It is generally encouraged to set up post processing effects as a plugin
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struct PostProcessPlugin;
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impl Plugin for PostProcessPlugin {
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    fn build(&self, app: &mut App) {
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        app.add_plugins((
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            // The settings will be a component that lives in the main world but will
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            // be extracted to the render world every frame.
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            // This makes it possible to control the effect from the main world.
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            // This plugin will take care of extracting it automatically.
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            // It's important to derive [`ExtractComponent`] on [`PostProcessingSettings`]
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            // for this plugin to work correctly.
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            ExtractComponentPlugin::<PostProcessSettings>::default(),
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            // The settings will also be the data used in the shader.
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            // This plugin will prepare the component for the GPU by creating a uniform buffer
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            // and writing the data to that buffer every frame.
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            UniformComponentPlugin::<PostProcessSettings>::default(),
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        ));
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        // We need to get the render app from the main app
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        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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            return;
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        };
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        render_app
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            // Bevy's renderer uses a render graph which is a collection of nodes in a directed acyclic graph.
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            // It currently runs on each view/camera and executes each node in the specified order.
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            // It will make sure that any node that needs a dependency from another node
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            // only runs when that dependency is done.
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            //
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            // Each node can execute arbitrary work, but it generally runs at least one render pass.
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            // A node only has access to the render world, so if you need data from the main world
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            // you need to extract it manually or with the plugin like above.
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            // Add a [`Node`] to the [`RenderGraph`]
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            // The Node needs to impl FromWorld
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            //
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            // The [`ViewNodeRunner`] is a special [`Node`] that will automatically run the node for each view
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            // matching the [`ViewQuery`]
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            .add_render_graph_node::<ViewNodeRunner<PostProcessNode>>(
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                // Specify the label of the graph, in this case we want the graph for 3d
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                Core3d,
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                // It also needs the label of the node
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                PostProcessLabel,
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            )
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            .add_render_graph_edges(
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                Core3d,
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                // Specify the node ordering.
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                // This will automatically create all required node edges to enforce the given ordering.
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                (
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                    Node3d::Tonemapping,
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                    PostProcessLabel,
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                    Node3d::EndMainPassPostProcessing,
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                ),
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            );
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    }
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    fn finish(&self, app: &mut App) {
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        // We need to get the render app from the main app
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        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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            return;
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        };
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        render_app
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            // Initialize the pipeline
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            .init_resource::<PostProcessPipeline>();
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    }
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}
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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struct PostProcessLabel;
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// The post process node used for the render graph
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#[derive(Default)]
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struct PostProcessNode;
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// The ViewNode trait is required by the ViewNodeRunner
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impl ViewNode for PostProcessNode {
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    // The node needs a query to gather data from the ECS in order to do its rendering,
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    // but it's not a normal system so we need to define it manually.
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    //
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    // This query will only run on the view entity
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    type ViewQuery = (
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        &'static ViewTarget,
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        // This makes sure the node only runs on cameras with the PostProcessSettings component
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        &'static PostProcessSettings,
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        // As there could be multiple post processing components sent to the GPU (one per camera),
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        // we need to get the index of the one that is associated with the current view.
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        &'static DynamicUniformIndex<PostProcessSettings>,
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    );
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    // Runs the node logic
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    // This is where you encode draw commands.
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    //
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    // This will run on every view on which the graph is running.
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    // If you don't want your effect to run on every camera,
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    // you'll need to make sure you have a marker component as part of [`ViewQuery`]
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    // to identify which camera(s) should run the effect.
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    fn run(
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        &self,
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        _graph: &mut RenderGraphContext,
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        render_context: &mut RenderContext,
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        (view_target, _post_process_settings, settings_index): QueryItem<Self::ViewQuery>,
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        world: &World,
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    ) -> Result<(), NodeRunError> {
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        // Get the pipeline resource that contains the global data we need
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        // to create the render pipeline
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        let post_process_pipeline = world.resource::<PostProcessPipeline>();
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        // The pipeline cache is a cache of all previously created pipelines.
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        // It is required to avoid creating a new pipeline each frame,
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        // which is expensive due to shader compilation.
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        let pipeline_cache = world.resource::<PipelineCache>();
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        // Get the pipeline from the cache
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        let Some(pipeline) = pipeline_cache.get_render_pipeline(post_process_pipeline.pipeline_id)
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        else {
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            return Ok(());
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        };
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        // Get the settings uniform binding
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        let settings_uniforms = world.resource::<ComponentUniforms<PostProcessSettings>>();
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        let Some(settings_binding) = settings_uniforms.uniforms().binding() else {
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            return Ok(());
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        };
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        // This will start a new "post process write", obtaining two texture
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        // views from the view target - a `source` and a `destination`.
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        // `source` is the "current" main texture and you _must_ write into
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        // `destination` because calling `post_process_write()` on the
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        // [`ViewTarget`] will internally flip the [`ViewTarget`]'s main
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        // texture to the `destination` texture. Failing to do so will cause
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        // the current main texture information to be lost.
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        let post_process = view_target.post_process_write();
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        // The bind_group gets created each frame.
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        //
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        // Normally, you would create a bind_group in the Queue set,
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        // but this doesn't work with the post_process_write().
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        // The reason it doesn't work is because each post_process_write will alternate the source/destination.
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        // The only way to have the correct source/destination for the bind_group
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        // is to make sure you get it during the node execution.
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        let bind_group = render_context.render_device().create_bind_group(
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            "post_process_bind_group",
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            &post_process_pipeline.layout,
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            // It's important for this to match the BindGroupLayout defined in the PostProcessPipeline
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            &BindGroupEntries::sequential((
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                // Make sure to use the source view
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                post_process.source,
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                // Use the sampler created for the pipeline
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                &post_process_pipeline.sampler,
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                // Set the settings binding
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                settings_binding.clone(),
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            )),
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        );
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        // Begin the render pass
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        let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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            label: Some("post_process_pass"),
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            color_attachments: &[Some(RenderPassColorAttachment {
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                // We need to specify the post process destination view here
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                // to make sure we write to the appropriate texture.
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                view: post_process.destination,
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                resolve_target: None,
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                ops: Operations::default(),
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            })],
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            depth_stencil_attachment: None,
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            timestamp_writes: None,
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            occlusion_query_set: None,
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        });
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        // This is mostly just wgpu boilerplate for drawing a fullscreen triangle,
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        // using the pipeline/bind_group created above
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        render_pass.set_render_pipeline(pipeline);
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        // By passing in the index of the post process settings on this view, we ensure
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        // that in the event that multiple settings were sent to the GPU (as would be the
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        // case with multiple cameras), we use the correct one.
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        render_pass.set_bind_group(0, &bind_group, &[settings_index.index()]);
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        render_pass.draw(0..3, 0..1);
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        Ok(())
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    }
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}
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// This contains global data used by the render pipeline. This will be created once on startup.
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#[derive(Resource)]
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struct PostProcessPipeline {
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    layout: BindGroupLayout,
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    sampler: Sampler,
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    pipeline_id: CachedRenderPipelineId,
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}
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impl FromWorld for PostProcessPipeline {
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    fn from_world(world: &mut World) -> Self {
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        let render_device = world.resource::<RenderDevice>();
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        // We need to define the bind group layout used for our pipeline
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        let layout = render_device.create_bind_group_layout(
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            "post_process_bind_group_layout",
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            &BindGroupLayoutEntries::sequential(
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                // The layout entries will only be visible in the fragment stage
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                ShaderStages::FRAGMENT,
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                (
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                    // The screen texture
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                    texture_2d(TextureSampleType::Float { filterable: true }),
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                    // The sampler that will be used to sample the screen texture
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                    sampler(SamplerBindingType::Filtering),
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                    // The settings uniform that will control the effect
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                    uniform_buffer::<PostProcessSettings>(true),
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                ),
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            ),
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        );
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        // We can create the sampler here since it won't change at runtime and doesn't depend on the view
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        let sampler = render_device.create_sampler(&SamplerDescriptor::default());
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        // Get the shader handle
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        let shader = world.load_asset(SHADER_ASSET_PATH);
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        let pipeline_id = world
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            .resource_mut::<PipelineCache>()
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            // This will add the pipeline to the cache and queue its creation
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            .queue_render_pipeline(RenderPipelineDescriptor {
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                label: Some("post_process_pipeline".into()),
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                layout: vec![layout.clone()],
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                // This will setup a fullscreen triangle for the vertex state
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                vertex: fullscreen_shader_vertex_state(),
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                fragment: Some(FragmentState {
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                    shader,
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                    shader_defs: vec![],
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                    // Make sure this matches the entry point of your shader.
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                    // It can be anything as long as it matches here and in the shader.
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                    entry_point: "fragment".into(),
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                    targets: vec![Some(ColorTargetState {
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                        format: TextureFormat::bevy_default(),
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                        blend: None,
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                        write_mask: ColorWrites::ALL,
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                    })],
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                }),
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                // All of the following properties are not important for this effect so just use the default values.
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                // This struct doesn't have the Default trait implemented because not all fields can have a default value.
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                primitive: PrimitiveState::default(),
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                depth_stencil: None,
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                multisample: MultisampleState::default(),
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                push_constant_ranges: vec![],
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            });
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        Self {
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            layout,
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            sampler,
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            pipeline_id,
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        }
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    }
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}
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// This is the component that will get passed to the shader
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#[derive(Component, Default, Clone, Copy, ExtractComponent, ShaderType)]
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struct PostProcessSettings {
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    intensity: f32,
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    // WebGL2 structs must be 16 byte aligned.
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    #[cfg(feature = "webgl2")]
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    _webgl2_padding: Vec3,
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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 materials: ResMut<Assets<StandardMaterial>>,
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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_translation(Vec3::new(0.0, 0.0, 5.0)).looking_at(Vec3::default(), Vec3::Y),
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        Camera {
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            clear_color: Color::WHITE.into(),
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            ..default()
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        },
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        // Add the setting to the camera.
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        // This component is also used to determine on which camera to run the post processing effect.
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        PostProcessSettings {
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            intensity: 0.02,
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            ..default()
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        },
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    ));
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    // cube
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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        Transform::from_xyz(0.0, 0.5, 0.0),
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        Rotates,
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    ));
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    // light
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    commands.spawn(DirectionalLight {
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        illuminance: 1_000.,
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        ..default()
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    });
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}
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#[derive(Component)]
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struct Rotates;
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/// Rotates any entity around the x and y axis
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fn rotate(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
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    for mut transform in &mut query {
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        transform.rotate_x(0.55 * time.delta_seconds());
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        transform.rotate_z(0.15 * time.delta_seconds());
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    }
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}
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// Change the intensity over time to show that the effect is controlled from the main world
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fn update_settings(mut settings: Query<&mut PostProcessSettings>, time: Res<Time>) {
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    for mut setting in &mut settings {
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        let mut intensity = ops::sin(time.elapsed_seconds());
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        // Make it loop periodically
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        intensity = ops::sin(intensity);
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        // Remap it to 0..1 because the intensity can't be negative
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        intensity = intensity * 0.5 + 0.5;
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        // Scale it to a more reasonable level
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        intensity *= 0.015;
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        // Set the intensity.
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        // This will then be extracted to the render world and uploaded to the GPU automatically by the [`UniformComponentPlugin`]
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        setting.intensity = intensity;
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    }
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}
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