bevy/examples/3d/split_screen.rs

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Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
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//! Renders two cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
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use bevy::{
core_pipeline::clear_color::ClearColorConfig, pbr::CascadeShadowConfigBuilder, prelude::*,
render::camera::Viewport, window::WindowResized,
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
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};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
Base Sets (#7466) # Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
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.add_system(set_camera_viewports)
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
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.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(100.0).into()),
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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commands.spawn(SceneBundle {
scene: asset_server.load("models/animated/Fox.glb#Scene0"),
..default()
});
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
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// Light
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
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directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
num_cascades: 2,
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.into(),
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
..default()
});
// Left Camera
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
commands.spawn((
Camera3dBundle {
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
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transform: Transform::from_xyz(0.0, 200.0, -100.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
},
LeftCamera,
));
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
// Right Camera
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
commands.spawn((
Camera3dBundle {
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
transform: Transform::from_xyz(100.0, 100., 150.0).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
// Renders the right camera after the left camera, which has a default priority of 0
order: 1,
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
..default()
},
camera_3d: Camera3d {
// don't clear on the second camera because the first camera already cleared the window
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
clear_color: ClearColorConfig::None,
..default()
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
},
..default()
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
},
RightCamera,
));
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
}
#[derive(Component)]
struct LeftCamera;
#[derive(Component)]
struct RightCamera;
fn set_camera_viewports(
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
windows: Query<&Window>,
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
mut resize_events: EventReader<WindowResized>,
mut left_camera: Query<&mut Camera, (With<LeftCamera>, Without<RightCamera>)>,
mut right_camera: Query<&mut Camera, With<RightCamera>>,
) {
// We need to dynamically resize the camera's viewports whenever the window size changes
// so then each camera always takes up half the screen.
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
for resize_event in resize_events.iter() {
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
let window = windows.get(resize_event.window).unwrap();
let mut left_camera = left_camera.single_mut();
left_camera.viewport = Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(
window.resolution.physical_width() / 2,
window.resolution.physical_height(),
),
..default()
});
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
let mut right_camera = right_camera.single_mut();
right_camera.viewport = Some(Viewport {
physical_position: UVec2::new(window.resolution.physical_width() / 2, 0),
physical_size: UVec2::new(
window.resolution.physical_width() / 2,
window.resolution.physical_height(),
),
..default()
});
Camera Driven Viewports (#4898) # Objective Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc. Builds on the new Camera Driven Rendering added here: #4745 Fixes: #202 Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering) ## Solution ![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png) Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target. ```rust // This camera will render to the first half of the primary window (on the left side). commands.spawn_bundle(Camera3dBundle { camera: Camera { viewport: Some(Viewport { physical_position: UVec2::new(0, 0), physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()), depth: 0.0..1.0, }), ..default() }, ..default() }); ``` To account for this, the `Camera` component has received a few adjustments: * `Camera` now has some new getter functions: * `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix` * All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue. --- ## Changelog ### Added * `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target. * `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix` * Added a new split_screen example illustrating how to render two cameras to the same scene ## Migration Guide `Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead: ```rust // Bevy 0.7 let projection = camera.projection_matrix; // Bevy 0.8 let projection = camera.projection_matrix(); ```
2022-06-05 00:27:49 +00:00
}
}