# 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.
		
			
				
	
	
		
			92 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example is used to test how transforms interact with alpha modes for [`Mesh2d`] entities with a [`MeshMaterial2d`].
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//! This makes sure the depth buffer is correctly being used for opaque and transparent 2d meshes
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use bevy::{
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    color::palettes::css::{BLUE, GREEN, WHITE},
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    prelude::*,
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    sprite::AlphaMode2d,
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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(Startup, setup)
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        .run();
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}
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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 materials: ResMut<Assets<ColorMaterial>>,
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) {
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    commands.spawn(Camera2d);
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    let texture_handle = asset_server.load("branding/icon.png");
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    let mesh_handle = meshes.add(Rectangle::from_size(Vec2::splat(256.0)));
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    // opaque
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    // Each sprite should be square with the transparent parts being completely black
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    // The blue sprite should be on top with the white and green one behind it
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    commands.spawn((
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        Mesh2d(mesh_handle.clone()),
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        MeshMaterial2d(materials.add(ColorMaterial {
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            color: WHITE.into(),
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            alpha_mode: AlphaMode2d::Opaque,
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            texture: Some(texture_handle.clone()),
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        })),
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        Transform::from_xyz(-400.0, 0.0, 0.0),
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    ));
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    commands.spawn((
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        Mesh2d(mesh_handle.clone()),
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        MeshMaterial2d(materials.add(ColorMaterial {
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            color: BLUE.into(),
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            alpha_mode: AlphaMode2d::Opaque,
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            texture: Some(texture_handle.clone()),
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        })),
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        Transform::from_xyz(-300.0, 0.0, 1.0),
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    ));
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    commands.spawn((
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        Mesh2d(mesh_handle.clone()),
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        MeshMaterial2d(materials.add(ColorMaterial {
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            color: GREEN.into(),
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            alpha_mode: AlphaMode2d::Opaque,
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            texture: Some(texture_handle.clone()),
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        })),
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        Transform::from_xyz(-200.0, 0.0, -1.0),
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    ));
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    // Test the interaction between opaque/mask and transparent meshes
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    // The white sprite should be:
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    // - only the icon is opaque but background is transparent
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    // - on top of the green sprite
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    // - behind the blue sprite
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    commands.spawn((
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        Mesh2d(mesh_handle.clone()),
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        MeshMaterial2d(materials.add(ColorMaterial {
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            color: WHITE.into(),
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            alpha_mode: AlphaMode2d::Mask(0.5),
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            texture: Some(texture_handle.clone()),
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        })),
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        Transform::from_xyz(200.0, 0.0, 0.0),
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    ));
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    commands.spawn((
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        Mesh2d(mesh_handle.clone()),
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        MeshMaterial2d(materials.add(ColorMaterial {
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            color: BLUE.with_alpha(0.7).into(),
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            alpha_mode: AlphaMode2d::Blend,
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            texture: Some(texture_handle.clone()),
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        })),
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        Transform::from_xyz(300.0, 0.0, 1.0),
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    ));
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    commands.spawn((
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        Mesh2d(mesh_handle.clone()),
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        MeshMaterial2d(materials.add(ColorMaterial {
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            color: GREEN.with_alpha(0.7).into(),
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            alpha_mode: AlphaMode2d::Blend,
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            texture: Some(texture_handle),
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        })),
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        Transform::from_xyz(400.0, 0.0, -1.0),
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    ));
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}
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