Migrate cameras to required components (#15641)

# 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.
This commit is contained in:
Joona Aalto 2024-10-05 04:59:52 +03:00 committed by GitHub
parent ac9b0c848c
commit 25bfa80e60
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
241 changed files with 871 additions and 970 deletions

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@ -346,7 +346,7 @@ android_shared_stdcxx = ["bevy_internal/android_shared_stdcxx"]
# Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in # Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in
detailed_trace = ["bevy_internal/detailed_trace"] detailed_trace = ["bevy_internal/detailed_trace"]
# Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method on your `Camera2dBundle` or `Camera3dBundle`. # Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method for your `Camera2d` or `Camera3d`.
tonemapping_luts = ["bevy_internal/tonemapping_luts", "ktx2", "zstd"] tonemapping_luts = ["bevy_internal/tonemapping_luts", "ktx2", "zstd"]
# Include SMAA Look Up Tables KTX2 Files # Include SMAA Look Up Tables KTX2 Files

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@ -1,3 +1,5 @@
#![expect(deprecated)]
use crate::{ use crate::{
core_2d::graph::Core2d, core_2d::graph::Core2d,
tonemapping::{DebandDither, Tonemapping}, tonemapping::{DebandDither, Tonemapping},
@ -17,12 +19,25 @@ use bevy_render::{
}; };
use bevy_transform::prelude::{GlobalTransform, Transform}; use bevy_transform::prelude::{GlobalTransform, Transform};
/// A 2D camera component. Enables the 2D render graph for a [`Camera`].
#[derive(Component, Default, Reflect, Clone, ExtractComponent)] #[derive(Component, Default, Reflect, Clone, ExtractComponent)]
#[extract_component_filter(With<Camera>)] #[extract_component_filter(With<Camera>)]
#[reflect(Component, Default)] #[reflect(Component, Default)]
#[require(
Camera,
DebandDither,
CameraRenderGraph(|| CameraRenderGraph::new(Core2d)),
OrthographicProjection(OrthographicProjection::default_2d),
Frustum(|| OrthographicProjection::default_2d().compute_frustum(&GlobalTransform::from(Transform::default()))),
Tonemapping(|| Tonemapping::None),
)]
pub struct Camera2d; pub struct Camera2d;
#[derive(Bundle, Clone)] #[derive(Bundle, Clone)]
#[deprecated(
since = "0.15.0",
note = "Use the `Camera2d` component instead. Inserting it will now also insert the other components required by it automatically."
)]
pub struct Camera2dBundle { pub struct Camera2dBundle {
pub camera: Camera, pub camera: Camera,
pub camera_render_graph: CameraRenderGraph, pub camera_render_graph: CameraRenderGraph,

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@ -1,3 +1,5 @@
#![expect(deprecated)]
use crate::{ use crate::{
core_3d::graph::Core3d, core_3d::graph::Core3d,
tonemapping::{DebandDither, Tonemapping}, tonemapping::{DebandDither, Tonemapping},
@ -15,12 +17,22 @@ use bevy_render::{
use bevy_transform::prelude::{GlobalTransform, Transform}; use bevy_transform::prelude::{GlobalTransform, Transform};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
/// Configuration for the "main 3d render graph". /// A 3D camera component. Enables the main 3D render graph for a [`Camera`].
/// The camera coordinate space is right-handed x-right, y-up, z-back. ///
/// The camera coordinate space is right-handed X-right, Y-up, Z-back.
/// This means "forward" is -Z. /// This means "forward" is -Z.
#[derive(Component, Reflect, Clone, ExtractComponent)] #[derive(Component, Reflect, Clone, ExtractComponent)]
#[extract_component_filter(With<Camera>)] #[extract_component_filter(With<Camera>)]
#[reflect(Component, Default)] #[reflect(Component, Default)]
#[require(
Camera,
DebandDither(|| DebandDither::Enabled),
CameraRenderGraph(|| CameraRenderGraph::new(Core3d)),
Projection,
Tonemapping,
ColorGrading,
Exposure
)]
pub struct Camera3d { pub struct Camera3d {
/// The depth clear operation to perform for the main 3d pass. /// The depth clear operation to perform for the main 3d pass.
pub depth_load_op: Camera3dDepthLoadOp, pub depth_load_op: Camera3dDepthLoadOp,
@ -139,6 +151,10 @@ pub enum ScreenSpaceTransmissionQuality {
/// The camera coordinate space is right-handed x-right, y-up, z-back. /// The camera coordinate space is right-handed x-right, y-up, z-back.
/// This means "forward" is -Z. /// This means "forward" is -Z.
#[derive(Bundle, Clone)] #[derive(Bundle, Clone)]
#[deprecated(
since = "0.15.0",
note = "Use the `Camera3d` component instead. Inserting it will now also insert the other components required by it automatically."
)]
pub struct Camera3dBundle { pub struct Camera3dBundle {
pub camera: Camera, pub camera: Camera,
pub camera_render_graph: CameraRenderGraph, pub camera_render_graph: CameraRenderGraph,

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@ -45,6 +45,7 @@ pub mod experimental {
/// The core pipeline prelude. /// The core pipeline prelude.
/// ///
/// This includes the most common types in this crate, re-exported for your convenience. /// This includes the most common types in this crate, re-exported for your convenience.
#[expect(deprecated)]
pub mod prelude { pub mod prelude {
#[doc(hidden)] #[doc(hidden)]
pub use crate::{ pub use crate::{

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@ -59,11 +59,11 @@ pub struct MotionBlurBundle {
/// camera. /// camera.
/// ///
/// ``` /// ```
/// # use bevy_core_pipeline::{core_3d::Camera3dBundle, motion_blur::MotionBlur}; /// # use bevy_core_pipeline::{core_3d::Camera3d, motion_blur::MotionBlur};
/// # use bevy_ecs::prelude::*; /// # use bevy_ecs::prelude::*;
/// # fn test(mut commands: Commands) { /// # fn test(mut commands: Commands) {
/// commands.spawn(( /// commands.spawn((
/// Camera3dBundle::default(), /// Camera3d::default(),
/// MotionBlur::default(), /// MotionBlur::default(),
/// )); /// ));
/// # } /// # }

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@ -263,7 +263,7 @@ impl SpecializedRenderPipeline for TonemappingPipeline {
error!( error!(
"AgX tonemapping requires the `tonemapping_luts` feature. "AgX tonemapping requires the `tonemapping_luts` feature.
Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended), Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended),
or use a different `Tonemapping` method in your `Camera2dBundle`/`Camera3dBundle`." or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`."
); );
shader_defs.push("TONEMAP_METHOD_AGX".into()); shader_defs.push("TONEMAP_METHOD_AGX".into());
} }
@ -275,7 +275,7 @@ impl SpecializedRenderPipeline for TonemappingPipeline {
error!( error!(
"TonyMcMapFace tonemapping requires the `tonemapping_luts` feature. "TonyMcMapFace tonemapping requires the `tonemapping_luts` feature.
Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended), Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended),
or use a different `Tonemapping` method in your `Camera2dBundle`/`Camera3dBundle`." or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`."
); );
shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into()); shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
} }
@ -284,7 +284,7 @@ impl SpecializedRenderPipeline for TonemappingPipeline {
error!( error!(
"BlenderFilmic tonemapping requires the `tonemapping_luts` feature. "BlenderFilmic tonemapping requires the `tonemapping_luts` feature.
Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended), Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended),
or use a different `Tonemapping` method in your `Camera2dBundle`/`Camera3dBundle`." or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`."
); );
shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into()); shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
} }

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@ -4,7 +4,7 @@ use core::any::{Any, TypeId};
use bevy_app::{App, Plugin, PostUpdate}; use bevy_app::{App, Plugin, PostUpdate};
use bevy_color::Hsla; use bevy_color::Hsla;
use bevy_core::Name; use bevy_core::Name;
use bevy_core_pipeline::core_2d::Camera2dBundle; use bevy_core_pipeline::core_2d::Camera2d;
use bevy_ecs::{prelude::*, system::SystemParam}; use bevy_ecs::{prelude::*, system::SystemParam};
use bevy_gizmos::{config::GizmoConfigStore, prelude::Gizmos, AppGizmoBuilder}; use bevy_gizmos::{config::GizmoConfigStore, prelude::Gizmos, AppGizmoBuilder};
use bevy_hierarchy::{Children, Parent}; use bevy_hierarchy::{Children, Parent};
@ -88,17 +88,15 @@ fn update_debug_camera(
} else { } else {
let spawn_cam = || { let spawn_cam = || {
cmds.spawn(( cmds.spawn((
Camera2dBundle { Camera2d,
projection: OrthographicProjection { OrthographicProjection {
far: 1000.0, far: 1000.0,
viewport_origin: Vec2::new(0.0, 0.0), viewport_origin: Vec2::new(0.0, 0.0),
..OrthographicProjection::default_3d() ..OrthographicProjection::default_3d()
}, },
camera: Camera { Camera {
order: LAYOUT_DEBUG_CAMERA_ORDER, order: LAYOUT_DEBUG_CAMERA_ORDER,
clear_color: ClearColorConfig::None, clear_color: ClearColorConfig::None,
..default()
},
..default() ..default()
}, },
LAYOUT_DEBUG_LAYERS.clone(), LAYOUT_DEBUG_LAYERS.clone(),

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@ -55,9 +55,6 @@ use core::{any::TypeId, ptr::NonNull};
/// would create incoherent behavior. /// would create incoherent behavior.
/// This would be unexpected if bundles were treated as an abstraction boundary, as /// This would be unexpected if bundles were treated as an abstraction boundary, as
/// the abstraction would be unmaintainable for these cases. /// the abstraction would be unmaintainable for these cases.
/// For example, both `Camera3dBundle` and `Camera2dBundle` contain the `CameraRenderGraph`
/// component, but specifying different render graphs to use.
/// If the bundles were both added to the same entity, only one of these two bundles would work.
/// ///
/// For this reason, there is intentionally no [`Query`] to match whether an entity /// For this reason, there is intentionally no [`Query`] to match whether an entity
/// contains the components of a bundle. /// contains the components of a bundle.

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@ -9,7 +9,7 @@ use bevy_asset::{
}; };
use bevy_color::{Color, LinearRgba}; use bevy_color::{Color, LinearRgba};
use bevy_core::Name; use bevy_core::Name;
use bevy_core_pipeline::prelude::Camera3dBundle; use bevy_core_pipeline::prelude::Camera3d;
use bevy_ecs::{ use bevy_ecs::{
entity::{Entity, EntityHashMap}, entity::{Entity, EntityHashMap},
world::World, world::World,
@ -1413,15 +1413,15 @@ fn load_node(
Projection::Perspective(perspective_projection) Projection::Perspective(perspective_projection)
} }
}; };
node.insert(Camera3dBundle { node.insert((
Camera3d::default(),
projection, projection,
transform, transform,
camera: Camera { Camera {
is_active: !*active_camera_found, is_active: !*active_camera_found,
..Default::default() ..Default::default()
}, },
..Default::default() ));
});
*active_camera_found = true; *active_camera_found = true;
} }

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@ -29,10 +29,7 @@ use bevy_render::{extract_component::ExtractComponent, prelude::Camera};
/// # fn system(mut commands: Commands) { /// # fn system(mut commands: Commands) {
/// commands.spawn(( /// commands.spawn((
/// // Setup your camera as usual /// // Setup your camera as usual
/// Camera3dBundle { /// Camera3d::default(),
/// // ... camera options
/// # ..Default::default()
/// },
/// // Add fog to the same entity /// // Add fog to the same entity
/// DistanceFog { /// DistanceFog {
/// color: Color::WHITE, /// color: Color::WHITE,

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@ -8,27 +8,29 @@ use crate::{
render_resource::TextureView, render_resource::TextureView,
texture::GpuImage, texture::GpuImage,
view::{ view::{
ColorGrading, ExtractedView, ExtractedWindows, GpuCulling, RenderLayers, VisibleEntities, ColorGrading, ExtractedView, ExtractedWindows, GpuCulling, Msaa, RenderLayers, Visibility,
VisibleEntities,
}, },
world_sync::RenderEntity, world_sync::{RenderEntity, SyncToRenderWorld},
Extract, Extract,
}; };
use bevy_asset::{AssetEvent, AssetId, Assets, Handle}; use bevy_asset::{AssetEvent, AssetId, Assets, Handle};
use bevy_derive::{Deref, DerefMut}; use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{ use bevy_ecs::{
change_detection::DetectChanges, change_detection::DetectChanges,
component::Component, component::{Component, ComponentId},
entity::Entity, entity::Entity,
event::EventReader, event::EventReader,
prelude::With, prelude::With,
query::Has, query::Has,
reflect::ReflectComponent, reflect::ReflectComponent,
system::{Commands, Query, Res, ResMut, Resource}, system::{Commands, Query, Res, ResMut, Resource},
world::DeferredWorld,
}; };
use bevy_math::{ops, vec2, Dir3, Mat4, Ray3d, Rect, URect, UVec2, UVec4, Vec2, Vec3}; use bevy_math::{ops, vec2, Dir3, Mat4, Ray3d, Rect, URect, UVec2, UVec4, Vec2, Vec3};
use bevy_reflect::prelude::*; use bevy_reflect::prelude::*;
use bevy_render_macros::ExtractComponent; use bevy_render_macros::ExtractComponent;
use bevy_transform::components::GlobalTransform; use bevy_transform::components::{GlobalTransform, Transform};
use bevy_utils::{tracing::warn, warn_once, HashMap, HashSet}; use bevy_utils::{tracing::warn, warn_once, HashMap, HashSet};
use bevy_window::{ use bevy_window::{
NormalizedWindowRef, PrimaryWindow, Window, WindowCreated, WindowRef, WindowResized, NormalizedWindowRef, PrimaryWindow, Window, WindowCreated, WindowRef, WindowResized,
@ -274,10 +276,25 @@ pub enum ViewportConversionError {
/// to transform the 3D objects into a 2D image, as well as the render target into which that image /// to transform the 3D objects into a 2D image, as well as the render target into which that image
/// is produced. /// is produced.
/// ///
/// Adding a camera is typically done by adding a bundle, either the `Camera2dBundle` or the /// Note that a [`Camera`] needs a [`CameraRenderGraph`] to render anything.
/// `Camera3dBundle`. /// This is typically provided by adding a [`Camera2d`] or [`Camera3d`] component,
/// but custom render graphs can also be defined. Inserting a [`Camera`] with no render
/// graph will emit an error at runtime.
///
/// [`Camera2d`]: https://docs.rs/crate/bevy_core_pipeline/latest/core_2d/struct.Camera2d.html
/// [`Camera3d`]: https://docs.rs/crate/bevy_core_pipeline/latest/core_3d/struct.Camera3d.html
#[derive(Component, Debug, Reflect, Clone)] #[derive(Component, Debug, Reflect, Clone)]
#[reflect(Component, Default, Debug)] #[reflect(Component, Default, Debug)]
#[component(on_add = warn_on_no_render_graph)]
#[require(
Frustum,
CameraMainTextureUsages,
VisibleEntities,
Transform,
Visibility,
Msaa,
SyncToRenderWorld
)]
pub struct Camera { pub struct Camera {
/// If set, this camera will render to the given [`Viewport`] rectangle within the configured [`RenderTarget`]. /// If set, this camera will render to the given [`Viewport`] rectangle within the configured [`RenderTarget`].
pub viewport: Option<Viewport>, pub viewport: Option<Viewport>,
@ -309,6 +326,12 @@ pub struct Camera {
pub sub_camera_view: Option<SubCameraView>, pub sub_camera_view: Option<SubCameraView>,
} }
fn warn_on_no_render_graph(world: DeferredWorld, entity: Entity, _: ComponentId) {
if !world.entity(entity).contains::<CameraRenderGraph>() {
warn!("Entity {entity} has a `Camera` component, but it doesn't have a render graph configured. Consider adding a `Camera2d` or `Camera3d` component, or manually adding a `CameraRenderGraph` component if you need a custom render graph.");
}
}
impl Default for Camera { impl Default for Camera {
fn default() -> Self { fn default() -> Self {
Self { Self {

View file

@ -200,8 +200,7 @@ impl HalfSpace {
/// This process is called frustum culling, and entities can opt out of it using /// This process is called frustum culling, and entities can opt out of it using
/// the [`NoFrustumCulling`] component. /// the [`NoFrustumCulling`] component.
/// ///
/// The frustum component is typically added from a bundle, either the `Camera2dBundle` /// The frustum component is typically added automatically for cameras, either `Camera2d` or `Camera3d`.
/// or the `Camera3dBundle`.
/// It is usually updated automatically by [`update_frusta`] from the /// It is usually updated automatically by [`update_frusta`] from the
/// [`CameraProjection`] component and [`GlobalTransform`] of the camera entity. /// [`CameraProjection`] component and [`GlobalTransform`] of the camera entity.
/// ///

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@ -27,7 +27,7 @@ use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_utils::HashSet; use bevy_utils::HashSet;
use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged}; use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
/// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`. /// The bundle of components needed to draw text in a 2D scene via a `Camera2d`.
/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs) /// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
#[derive(Bundle, Clone, Debug, Default)] #[derive(Bundle, Clone, Debug, Default)]
pub struct Text2dBundle { pub struct Text2dBundle {

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@ -464,7 +464,7 @@ mod tests {
use taffy::TraversePartialTree; use taffy::TraversePartialTree;
use bevy_asset::{AssetEvent, Assets}; use bevy_asset::{AssetEvent, Assets};
use bevy_core_pipeline::core_2d::Camera2dBundle; use bevy_core_pipeline::core_2d::Camera2d;
use bevy_ecs::{ use bevy_ecs::{
entity::Entity, entity::Entity,
event::Events, event::Events,
@ -539,7 +539,7 @@ mod tests {
}, },
PrimaryWindow, PrimaryWindow,
)); ));
world.spawn(Camera2dBundle::default()); world.spawn(Camera2d);
let mut ui_schedule = Schedule::default(); let mut ui_schedule = Schedule::default();
ui_schedule.add_systems( ui_schedule.add_systems(
@ -646,7 +646,7 @@ mod tests {
assert!(ui_surface.camera_entity_to_taffy.is_empty()); assert!(ui_surface.camera_entity_to_taffy.is_empty());
// respawn camera // respawn camera
let camera_entity = world.spawn(Camera2dBundle::default()).id(); let camera_entity = world.spawn(Camera2d).id();
let ui_entity = world let ui_entity = world
.spawn((NodeBundle::default(), TargetCamera(camera_entity))) .spawn((NodeBundle::default(), TargetCamera(camera_entity)))
@ -970,13 +970,13 @@ mod tests {
let (mut world, mut ui_schedule) = setup_ui_test_world(); let (mut world, mut ui_schedule) = setup_ui_test_world();
world.spawn(Camera2dBundle { world.spawn((
camera: Camera { Camera2d,
Camera {
order: 1, order: 1,
..default() ..default()
}, },
..default() ));
});
world.spawn(( world.spawn((
NodeBundle { NodeBundle {

View file

@ -2437,7 +2437,7 @@ impl TargetCamera {
/// # use bevy_ui::prelude::*; /// # use bevy_ui::prelude::*;
/// # use bevy_ecs::prelude::Commands; /// # use bevy_ecs::prelude::Commands;
/// # use bevy_render::camera::{Camera, RenderTarget}; /// # use bevy_render::camera::{Camera, RenderTarget};
/// # use bevy_core_pipeline::prelude::Camera2dBundle; /// # use bevy_core_pipeline::prelude::Camera2d;
/// # use bevy_window::{Window, WindowRef}; /// # use bevy_window::{Window, WindowRef};
/// ///
/// fn spawn_camera(mut commands: Commands) { /// fn spawn_camera(mut commands: Commands) {
@ -2446,11 +2446,9 @@ impl TargetCamera {
/// ..Default::default() /// ..Default::default()
/// }).id(); /// }).id();
/// commands.spawn(( /// commands.spawn((
/// Camera2dBundle { /// Camera2d,
/// camera: Camera { /// Camera {
/// target: RenderTarget::Window(WindowRef::Entity(another_window)), /// target: RenderTarget::Window(WindowRef::Entity(another_window)),
/// ..Default::default()
/// },
/// ..Default::default() /// ..Default::default()
/// }, /// },
/// // We add the Marker here so all Ui will spawn in /// // We add the Marker here so all Ui will spawn in
@ -2502,7 +2500,7 @@ impl<'w, 's> DefaultUiCamera<'w, 's> {
/// ///
/// fn spawn_camera(mut commands: Commands) { /// fn spawn_camera(mut commands: Commands) {
/// commands.spawn(( /// commands.spawn((
/// Camera2dBundle::default(), /// Camera2d,
/// // This will cause all Ui in this camera to be rendered without /// // This will cause all Ui in this camera to be rendered without
/// // anti-aliasing /// // anti-aliasing
/// UiAntiAlias::Off, /// UiAntiAlias::Off,

View file

@ -41,7 +41,7 @@ The default feature set enables most of the expected features of a game engine,
|png|PNG image format support| |png|PNG image format support|
|smaa_luts|Include SMAA Look Up Tables KTX2 Files| |smaa_luts|Include SMAA Look Up Tables KTX2 Files|
|sysinfo_plugin|Enables system information diagnostic plugin| |sysinfo_plugin|Enables system information diagnostic plugin|
|tonemapping_luts|Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method on your `Camera2dBundle` or `Camera3dBundle`.| |tonemapping_luts|Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method for your `Camera2d` or `Camera3d`.|
|vorbis|OGG/VORBIS audio format support| |vorbis|OGG/VORBIS audio format support|
|webgl2|Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.| |webgl2|Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.|
|x11|X11 display server support| |x11|X11 display server support|

View file

@ -40,10 +40,10 @@ fn setup_cube(
}); });
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }
fn main() { fn main() {
@ -83,10 +83,10 @@ fn setup_cube(
}); });
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }
fn main() { fn main() {

View file

@ -27,7 +27,7 @@ fn setup(
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>, mut materials: ResMut<Assets<ColorMaterial>>,
) { ) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
let shapes = [ let shapes = [
meshes.add(Circle::new(50.0)), meshes.add(Circle::new(50.0)),

View file

@ -34,5 +34,5 @@ fn draw_cursor(
} }
fn setup(mut commands: Commands) { fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
} }

View file

@ -23,15 +23,13 @@ fn setup(
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
) { ) {
commands.spawn(( commands.spawn((
Camera2dBundle { Camera2d,
camera: Camera { Camera {
hdr: true, // 1. HDR is required for bloom hdr: true, // 1. HDR is required for bloom
..default()
},
tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
..default() ..default()
}, },
Bloom::default(), // 3. Enable bloom for the camera Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
Bloom::default(), // 3. Enable bloom for the camera
)); ));
// Sprite // Sprite

View file

@ -206,7 +206,7 @@ const OFFSET_X: f32 = 125.;
const OFFSET_Y: f32 = 75.; const OFFSET_Y: f32 = 75.;
fn setup(mut commands: Commands) { fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
commands.spawn(( commands.spawn((
SpatialBundle { SpatialBundle {
transform: Transform::from_xyz(-OFFSET_X, OFFSET_Y, 0.), transform: Transform::from_xyz(-OFFSET_X, OFFSET_Y, 0.),

View file

@ -60,7 +60,7 @@ fn setup(
)); ));
// Add a camera // Add a camera
commands.spawn(Camera2dBundle { ..default() }); commands.spawn(Camera2d);
} }
/// This custom material uses barycentric coordinates from /// This custom material uses barycentric coordinates from

View file

@ -14,7 +14,7 @@ fn setup(
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>, mut materials: ResMut<Assets<ColorMaterial>>,
) { ) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
commands.spawn(( commands.spawn((
Mesh2d(meshes.add(Rectangle::default())), Mesh2d(meshes.add(Rectangle::default())),
MeshMaterial2d(materials.add(Color::from(PURPLE))), MeshMaterial2d(materials.add(Color::from(PURPLE))),

View file

@ -20,7 +20,7 @@ fn setup(
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>, mut materials: ResMut<Assets<ColorMaterial>>,
) { ) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
let texture_handle = asset_server.load("branding/icon.png"); let texture_handle = asset_server.load("branding/icon.png");
let mesh_handle = meshes.add(Rectangle::from_size(Vec2::splat(256.0))); let mesh_handle = meshes.add(Rectangle::from_size(Vec2::splat(256.0)));

View file

@ -39,13 +39,13 @@ fn setup(
) { ) {
let material = materials.add(asset_server.load("branding/icon.png")); let material = materials.add(asset_server.load("branding/icon.png"));
commands.spawn(Camera2dBundle { commands.spawn((
camera: Camera { Camera2d,
Camera {
clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()), clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
..default() ..default()
}, },
..default() ));
});
const UPPER_Y: f32 = 50.0; const UPPER_Y: f32 = 50.0;
const LOWER_Y: f32 = -50.0; const LOWER_Y: f32 = -50.0;

View file

@ -115,7 +115,7 @@ fn star(
)); ));
// Spawn the camera // Spawn the camera
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
} }
// Require `HasMaterial2d` to indicate that no placeholder material should be rendeed. // Require `HasMaterial2d` to indicate that no placeholder material should be rendeed.

View file

@ -33,7 +33,7 @@ fn setup(
let mesh_handle = meshes.add(mesh); let mesh_handle = meshes.add(mesh);
// Spawn camera // Spawn camera
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
// Spawn the quad with vertex colors // Spawn the quad with vertex colors
commands.spawn(( commands.spawn((

View file

@ -17,7 +17,7 @@ enum Direction {
} }
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
commands.spawn(( commands.spawn((
SpriteBundle { SpriteBundle {
texture: asset_server.load("branding/icon.png"), texture: asset_server.load("branding/icon.png"),

View file

@ -119,16 +119,14 @@ fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
// this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas // this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
commands.spawn(( commands.spawn((
Camera2dBundle { Camera2d,
camera: Camera { Camera {
// render before the "main pass" camera // render before the "main pass" camera
order: -1, order: -1,
target: RenderTarget::Image(image_handle.clone()), target: RenderTarget::Image(image_handle.clone()),
..default()
},
msaa: Msaa::Off,
..default() ..default()
}, },
Msaa::Off,
InGameCamera, InGameCamera,
PIXEL_PERFECT_LAYERS, PIXEL_PERFECT_LAYERS,
)); ));
@ -145,14 +143,7 @@ fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen. // the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
// here, the canvas and one of the sample sprites will be rendered by this camera // here, the canvas and one of the sample sprites will be rendered by this camera
commands.spawn(( commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
Camera2dBundle {
msaa: Msaa::Off,
..default()
},
OuterCamera,
HIGH_RES_LAYERS,
));
} }
/// Rotates entities to demonstrate grid snapping. /// Rotates entities to demonstrate grid snapping.

View file

@ -55,7 +55,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png"); let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png");
// 2D orthographic camera // 2D orthographic camera
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
let horizontal_margin = BOUNDS.x / 4.0; let horizontal_margin = BOUNDS.x / 4.0;
let vertical_margin = BOUNDS.y / 4.0; let vertical_margin = BOUNDS.y / 4.0;

View file

@ -10,7 +10,7 @@ fn main() {
} }
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
commands.spawn(SpriteBundle { commands.spawn(SpriteBundle {
texture: asset_server.load("branding/bevy_bird_dark.png"), texture: asset_server.load("branding/bevy_bird_dark.png"),
..default() ..default()

View file

@ -90,7 +90,7 @@ fn setup(
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>, mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) { ) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
// load the sprite sheet using the `AssetServer` // load the sprite sheet using the `AssetServer`
let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png"); let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");

View file

@ -10,7 +10,7 @@ fn main() {
} }
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
commands.spawn(SpriteBundle { commands.spawn(SpriteBundle {
texture: asset_server.load("branding/bevy_bird_dark.png"), texture: asset_server.load("branding/bevy_bird_dark.png"),
sprite: Sprite { sprite: Sprite {

View file

@ -46,7 +46,7 @@ fn setup(
let texture_atlas_layout = texture_atlas_layouts.add(layout); let texture_atlas_layout = texture_atlas_layouts.add(layout);
// Use only the subset of sprites in the sheet that make up the run animation // Use only the subset of sprites in the sheet that make up the run animation
let animation_indices = AnimationIndices { first: 1, last: 6 }; let animation_indices = AnimationIndices { first: 1, last: 6 };
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
commands.spawn(( commands.spawn((
SpriteBundle { SpriteBundle {
transform: Transform::from_scale(Vec3::splat(6.0)), transform: Transform::from_scale(Vec3::splat(6.0)),

View file

@ -98,7 +98,7 @@ fn spawn_sprites(
} }
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
let font = asset_server.load("fonts/FiraSans-Bold.ttf"); let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let style = TextStyle { let style = TextStyle {
font: font.clone(), font: font.clone(),

View file

@ -19,7 +19,7 @@ struct AnimationState {
} }
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
commands.insert_resource(AnimationState { commands.insert_resource(AnimationState {
min: 128.0, min: 128.0,
max: 512.0, max: 512.0,

View file

@ -42,7 +42,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
}; };
let text_justification = JustifyText::Center; let text_justification = JustifyText::Center;
// 2d camera // 2d camera
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
// Demonstrate changing translation // Demonstrate changing translation
commands.spawn(( commands.spawn((
Text2dBundle { Text2dBundle {

View file

@ -94,7 +94,7 @@ fn setup(
let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded); let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
// setup 2d scene // setup 2d scene
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
// padded textures are to the right, unpadded to the left // padded textures are to the right, unpadded to the left

View file

@ -11,7 +11,7 @@ fn main() {
} }
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
let sprite_handle = asset_server.load("branding/icon.png"); let sprite_handle = asset_server.load("branding/icon.png");

View file

@ -85,7 +85,7 @@ fn setup(
)); ));
// Camera // Camera
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
// Text used to show controls // Text used to show controls
commands.spawn( commands.spawn(

View file

@ -36,8 +36,8 @@ fn setup(
Transform::from_xyz(4.0, 8.0, 4.0), Transform::from_xyz(4.0, 8.0, 4.0),
)); ));
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }

View file

@ -127,10 +127,10 @@ fn setup(
MeshMaterial3d(materials.add(Color::from(SILVER))), MeshMaterial3d(materials.add(Color::from(SILVER))),
)); ));
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
}); ));
#[cfg(not(target_arch = "wasm32"))] #[cfg(not(target_arch = "wasm32"))]
commands.spawn( commands.spawn(

View file

@ -69,8 +69,8 @@ fn setup(
)); ));
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }

View file

@ -17,11 +17,8 @@ fn setup(
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
) { ) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(3.0, 1.0, 3.0) Transform::from_xyz(3.0, 1.0, 3.0).looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
..default()
},
EnvironmentMapLight { EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -64,11 +64,10 @@ fn main() {
/// Creates the initial scene. /// Creates the initial scene.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_translation(CAMERA_INITIAL_POSITION) Camera3d::default(),
.looking_at(Vec3::ZERO, Vec3::Y), Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
..default() ));
});
spawn_directional_light(&mut commands); spawn_directional_light(&mut commands);

View file

@ -301,15 +301,12 @@ fn setup(
// Camera // Camera
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
hdr: true, hdr: true,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..default() ..default()
}, },
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
ContrastAdaptiveSharpening { ContrastAdaptiveSharpening {
enabled: false, enabled: false,
..default() ..default()

View file

@ -25,11 +25,8 @@ fn main() {
fn setup_camera_fog(mut commands: Commands) { fn setup_camera_fog(mut commands: Commands) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(-1.0, 0.1, 1.0) Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
..default()
},
DistanceFog { DistanceFog {
color: Color::srgba(0.35, 0.48, 0.66, 1.0), color: Color::srgba(0.35, 0.48, 0.66, 1.0),
directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5), directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),

View file

@ -39,14 +39,12 @@ fn setup(
let metering_mask = asset_server.load("textures/basic_metering_mask.png"); let metering_mask = asset_server.load("textures/basic_metering_mask.png");
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
hdr: true, hdr: true,
..default()
},
transform: Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
..default() ..default()
}, },
Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
AutoExposure { AutoExposure {
metering_mask: metering_mask.clone(), metering_mask: metering_mask.clone(),
..default() ..default()

View file

@ -152,10 +152,10 @@ fn setup(
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0))); commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
// Camera // Camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
// Controls Text // Controls Text

View file

@ -28,15 +28,13 @@ fn setup_scene(
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
) { ) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
hdr: true, // 1. HDR is required for bloom hdr: true, // 1. HDR is required for bloom
..default()
},
tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default() ..default()
}, },
Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
// 3. Enable bloom for the camera // 3. Enable bloom for the camera
Bloom::NATURAL, Bloom::NATURAL,
)); ));

View file

@ -72,8 +72,9 @@ fn setup(
)); ));
// Main perspective Camera // Main perspective Camera
commands.spawn(Camera3dBundle { commands.spawn((
camera: Camera { Camera3d::default(),
Camera {
viewport: Option::from(Viewport { viewport: Option::from(Viewport {
physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE), physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
physical_position: UVec2::new(PADDING, PADDING * 2 + SMALL_SIZE), physical_position: UVec2::new(PADDING, PADDING * 2 + SMALL_SIZE),
@ -82,12 +83,12 @@ fn setup(
..default() ..default()
}, },
transform, transform,
..default() ));
});
// Perspective camera left half // Perspective camera left half
commands.spawn(Camera3dBundle { commands.spawn((
camera: Camera { Camera3d::default(),
Camera {
viewport: Option::from(Viewport { viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE), physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING, PADDING), physical_position: UVec2::new(PADDING, PADDING),
@ -109,37 +110,35 @@ fn setup(
..default() ..default()
}, },
transform, transform,
..default() ));
});
// Perspective camera moving // Perspective camera moving
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
viewport: Option::from(Viewport { viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE), physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 2 + SMALL_SIZE, PADDING), physical_position: UVec2::new(PADDING * 2 + SMALL_SIZE, PADDING),
..default()
}),
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: UVec2::new(500, 500),
offset: Vec2::ZERO,
size: UVec2::new(100, 100),
}),
order: 2,
..default() ..default()
}, }),
transform, sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: UVec2::new(500, 500),
offset: Vec2::ZERO,
size: UVec2::new(100, 100),
}),
order: 2,
..default() ..default()
}, },
transform,
MovingCameraMarker, MovingCameraMarker,
)); ));
// Perspective camera control // Perspective camera control
commands.spawn(Camera3dBundle { commands.spawn((
camera: Camera { Camera3d::default(),
Camera {
viewport: Option::from(Viewport { viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE), physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 3 + SMALL_SIZE * 2, PADDING), physical_position: UVec2::new(PADDING * 3 + SMALL_SIZE * 2, PADDING),
@ -156,17 +155,16 @@ fn setup(
..default() ..default()
}, },
transform, transform,
..default() ));
});
// Main orthographic camera // Main orthographic camera
commands.spawn(Camera3dBundle { commands.spawn((
projection: OrthographicProjection { Camera3d::default(),
Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(6.0), scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d() ..OrthographicProjection::default_3d()
} }),
.into(), Camera {
camera: Camera {
viewport: Option::from(Viewport { viewport: Option::from(Viewport {
physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE), physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
physical_position: UVec2::new(PADDING * 2 + LARGE_SIZE, PADDING * 2 + SMALL_SIZE), physical_position: UVec2::new(PADDING * 2 + LARGE_SIZE, PADDING * 2 + SMALL_SIZE),
@ -176,17 +174,16 @@ fn setup(
..default() ..default()
}, },
transform, transform,
..default() ));
});
// Orthographic camera left half // Orthographic camera left half
commands.spawn(Camera3dBundle { commands.spawn((
projection: OrthographicProjection { Camera3d::default(),
Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(6.0), scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d() ..OrthographicProjection::default_3d()
} }),
.into(), Camera {
camera: Camera {
viewport: Option::from(Viewport { viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE), physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 5 + SMALL_SIZE * 4, PADDING), physical_position: UVec2::new(PADDING * 5 + SMALL_SIZE * 4, PADDING),
@ -206,47 +203,43 @@ fn setup(
..default() ..default()
}, },
transform, transform,
..default() ));
});
// Orthographic camera moving // Orthographic camera moving
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
projection: OrthographicProjection { Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(6.0), scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d() ..OrthographicProjection::default_3d()
} }),
.into(), Camera {
camera: Camera { viewport: Option::from(Viewport {
viewport: Option::from(Viewport { physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE), physical_position: UVec2::new(PADDING * 6 + SMALL_SIZE * 5, PADDING),
physical_position: UVec2::new(PADDING * 6 + SMALL_SIZE * 5, PADDING),
..default()
}),
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: UVec2::new(500, 500),
offset: Vec2::ZERO,
size: UVec2::new(100, 100),
}),
order: 6,
..default() ..default()
}, }),
transform, sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: UVec2::new(500, 500),
offset: Vec2::ZERO,
size: UVec2::new(100, 100),
}),
order: 6,
..default() ..default()
}, },
transform,
MovingCameraMarker, MovingCameraMarker,
)); ));
// Orthographic camera control // Orthographic camera control
commands.spawn(Camera3dBundle { commands.spawn((
projection: OrthographicProjection { Camera3d::default(),
Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::FixedVertical(6.0), scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d() ..OrthographicProjection::default_3d()
} }),
.into(), Camera {
camera: Camera {
viewport: Option::from(Viewport { viewport: Option::from(Viewport {
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE), physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
physical_position: UVec2::new(PADDING * 7 + SMALL_SIZE * 6, PADDING), physical_position: UVec2::new(PADDING * 7 + SMALL_SIZE * 6, PADDING),
@ -263,8 +256,7 @@ fn setup(
..default() ..default()
}, },
transform, transform,
..default() ));
});
} }
fn move_camera_view( fn move_camera_view(

View file

@ -189,19 +189,19 @@ fn spawn_light(commands: &mut Commands) {
/// Spawns a camera with associated skybox and environment map. /// Spawns a camera with associated skybox and environment map.
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) { fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
commands commands
.spawn(Camera3dBundle { .spawn((
camera: Camera { Camera3d::default(),
Camera {
hdr: true, hdr: true,
..default() ..default()
}, },
projection: Projection::Perspective(PerspectiveProjection { Projection::Perspective(PerspectiveProjection {
fov: 27.0 / 180.0 * PI, fov: 27.0 / 180.0 * PI,
..default() ..default()
}), }),
transform: Transform::from_xyz(0.0, 0.0, 10.0), Transform::from_xyz(0.0, 0.0, 10.0),
tonemapping: AcesFitted, AcesFitted,
..default() ))
})
.insert(Skybox { .insert(Skybox {
brightness: 5000.0, brightness: 5000.0,
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -352,16 +352,13 @@ fn add_text<'a>(
fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading: ColorGrading) { fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading: ColorGrading) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
hdr: true, hdr: true,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
color_grading,
..default() ..default()
}, },
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
color_grading,
DistanceFog { DistanceFog {
color: Color::srgb_u8(43, 44, 47), color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear { falloff: FogFalloff::Linear {

View file

@ -34,18 +34,15 @@ fn setup(
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
) { ) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
// Deferred both supports both hdr: true and hdr: false // Deferred both supports both hdr: true and hdr: false
hdr: false, hdr: false,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
// MSAA needs to be off for Deferred rendering
msaa: Msaa::Off,
..default() ..default()
}, },
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
// MSAA needs to be off for Deferred rendering
Msaa::Off,
DistanceFog { DistanceFog {
color: Color::srgb_u8(43, 44, 47), color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear { falloff: FogFalloff::Linear {

View file

@ -70,16 +70,16 @@ fn main() {
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
// Spawn the camera. Enable HDR and bloom, as that highlights the depth of // Spawn the camera. Enable HDR and bloom, as that highlights the depth of
// field effect. // field effect.
let mut camera = commands.spawn(Camera3dBundle { let mut camera = commands.spawn((
transform: Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
camera: Camera { Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
Camera {
hdr: true, hdr: true,
..default() ..default()
}, },
tonemapping: Tonemapping::TonyMcMapface, Tonemapping::TonyMcMapface,
..default() Bloom::NATURAL,
}); ));
camera.insert(Bloom::NATURAL);
// Insert the depth of field settings. // Insert the depth of field settings.
if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) { if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) {

View file

@ -34,7 +34,7 @@ fn main() {
fn setup_camera_fog(mut commands: Commands) { fn setup_camera_fog(mut commands: Commands) {
commands.spawn(( commands.spawn((
Camera3dBundle::default(), Camera3d::default(),
DistanceFog { DistanceFog {
color: Color::srgb(0.25, 0.25, 0.25), color: Color::srgb(0.25, 0.25, 0.25),
falloff: FogFalloff::Linear { falloff: FogFalloff::Linear {

View file

@ -61,23 +61,21 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
)); ));
// Spawn a camera. // Spawn a camera.
commands commands.spawn((
.spawn(Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(-0.75, 1.0, 2.0) Transform::from_xyz(-0.75, 1.0, 2.0).looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
.looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y), Camera {
camera: Camera { hdr: true,
hdr: true,
..default()
},
..default() ..default()
}) },
.insert(VolumetricFog { VolumetricFog {
// Make this relatively high in order to increase the fog quality. // Make this relatively high in order to increase the fog quality.
step_count: 64, step_count: 64,
// Disable ambient light. // Disable ambient light.
ambient_intensity: 0.0, ambient_intensity: 0.0,
..default() ..default()
}); },
));
} }
/// Rotates the camera a bit every frame. /// Rotates the camera a bit every frame.

View file

@ -51,10 +51,7 @@ fn setup(
Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y); Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y);
// Camera in 3D space. // Camera in 3D space.
commands.spawn(Camera3dBundle { commands.spawn((Camera3d::default(), camera_and_light_transform));
transform: camera_and_light_transform,
..default()
});
// Light up the scene. // Light up the scene.
commands.spawn((PointLight::default(), camera_and_light_transform)); commands.spawn((PointLight::default(), camera_and_light_transform));

View file

@ -231,16 +231,15 @@ fn spawn_main_scene(commands: &mut Commands, assets: &ExampleAssets) {
} }
fn spawn_camera(commands: &mut Commands, assets: &ExampleAssets) { fn spawn_camera(commands: &mut Commands, assets: &ExampleAssets) {
commands commands.spawn((
.spawn(Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y), Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y),
..default() Skybox {
})
.insert(Skybox {
image: assets.skybox.clone(), image: assets.skybox.clone(),
brightness: 150.0, brightness: 150.0,
..default() ..default()
}); },
));
} }
fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) { fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {

View file

@ -244,11 +244,11 @@ fn setup(
); );
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
exposure: Exposure::from_physical_camera(**parameters), Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default() Exposure::from_physical_camera(**parameters),
}); ));
} }
fn update_exposure( fn update_exposure(

View file

@ -16,10 +16,10 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
GltfAssetLabel::Scene(0).from_asset("models/CornellBox/CornellBox.glb"), GltfAssetLabel::Scene(0).from_asset("models/CornellBox/CornellBox.glb"),
))); )));
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-278.0, 273.0, 800.0), Camera3d::default(),
..default() Transform::from_xyz(-278.0, 273.0, 800.0),
}); ));
} }
fn add_lightmaps_to_meshes( fn add_lightmaps_to_meshes(

View file

@ -59,10 +59,10 @@ fn setup(
)); ));
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }
#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)] #[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]

View file

@ -17,11 +17,8 @@ fn main() {
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(0.7, 0.7, 1.0) Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..default()
},
EnvironmentMapLight { EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -17,10 +17,10 @@ fn main() {
struct ExampleDisplay; struct ExampleDisplay;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
commands.spawn(DirectionalLight { commands.spawn(DirectionalLight {
shadows_enabled: true, shadows_enabled: true,

View file

@ -49,12 +49,9 @@ fn setup(
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
) { ) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)) Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)).looking_at(Vec3::ZERO, Vec3::Y),
.looking_at(Vec3::ZERO, Vec3::Y), Msaa::Off,
msaa: Msaa::Off,
..default()
},
EnvironmentMapLight { EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -18,7 +18,7 @@ fn main() {
fn setup_camera(mut commands: Commands) { fn setup_camera(mut commands: Commands) {
commands.spawn(( commands.spawn((
Camera3dBundle::default(), Camera3d::default(),
// Add the `MotionBlur` component to a camera to enable motion blur. // Add the `MotionBlur` component to a camera to enable motion blur.
// Motion blur requires the depth and motion vector prepass, which this bundle adds. // Motion blur requires the depth and motion vector prepass, which this bundle adds.
// Configure the amount and quality of motion blur per-camera using this component. // Configure the amount and quality of motion blur per-camera using this component.

View file

@ -16,16 +16,15 @@ fn setup(
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
) { ) {
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
projection: OrthographicProjection { Camera3d::default(),
Projection::from(OrthographicProjection {
// 6 world units per window height. // 6 world units per window height.
scaling_mode: ScalingMode::FixedVertical(6.0), scaling_mode: ScalingMode::FixedVertical(6.0),
..OrthographicProjection::default_3d() ..OrthographicProjection::default_3d()
} }),
.into(), Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ));
..default()
});
// plane // plane
commands.spawn(( commands.spawn((

View file

@ -212,10 +212,8 @@ fn setup(
// Camera // Camera
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y), Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
CameraController, CameraController,
)); ));

View file

@ -53,8 +53,8 @@ fn setup(
// light // light
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 5.0, -4.0))); commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 5.0, -4.0)));
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }

View file

@ -114,15 +114,12 @@ fn setup(
// camera // camera
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y), Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
projection: OrthographicProjection { Projection::from(OrthographicProjection {
scaling_mode: ScalingMode::WindowSize(100.0), scaling_mode: ScalingMode::WindowSize(100.0),
..OrthographicProjection::default_3d() ..OrthographicProjection::default_3d()
} }),
.into(),
..default()
},
EnvironmentMapLight { EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -151,16 +151,12 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res
/// Spawns the camera, with the initial shadow filtering method. /// Spawns the camera, with the initial shadow filtering method.
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) { fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
commands commands
.spawn(Camera3dBundle { .spawn((
transform: Transform::from_xyz(-12.912 * 0.7, 4.466 * 0.7, -10.624 * 0.7) Camera3d::default(),
.with_rotation(Quat::from_euler( Transform::from_xyz(-12.912 * 0.7, 4.466 * 0.7, -10.624 * 0.7).with_rotation(
EulerRot::YXZ, Quat::from_euler(EulerRot::YXZ, -134.76 / 180.0 * PI, -0.175, 0.0),
-134.76 / 180.0 * PI, ),
-0.175, ))
0.0,
)),
..default()
})
.insert(ShadowFilteringMethod::Gaussian) .insert(ShadowFilteringMethod::Gaussian)
// `TemporalJitter` is needed for TAA. Note that it does nothing without // `TemporalJitter` is needed for TAA. Note that it does nothing without
// `TemporalAntiAliasSettings`. // `TemporalAntiAliasSettings`.

View file

@ -59,15 +59,12 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: R
/// Spawns the camera, including the [`ChromaticAberration`] component. /// Spawns the camera, including the [`ChromaticAberration`] component.
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) { fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
hdr: true, hdr: true,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..default() ..default()
}, },
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
DistanceFog { DistanceFog {
color: Color::srgb_u8(43, 44, 47), color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear { falloff: FogFalloff::Linear {

View file

@ -54,11 +54,8 @@ fn find_top_material_and_mesh(
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(0.6, 1.6, 11.3) Transform::from_xyz(0.6, 1.6, 11.3).looking_at(Vec3::new(0.0, 0.0, 3.0), Vec3::Y),
.looking_at(Vec3::new(0.0, 0.0, 3.0), Vec3::Y),
..default()
},
EnvironmentMapLight { EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -103,14 +103,14 @@ fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
// Spawns the camera. // Spawns the camera.
fn spawn_camera(commands: &mut Commands) { fn spawn_camera(commands: &mut Commands) {
commands.spawn(Camera3dBundle { commands.spawn((
camera: Camera { Camera3d::default(),
Camera {
hdr: true, hdr: true,
..default() ..default()
}, },
transform: Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y), Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
..default() ));
});
} }
// Creates the sphere mesh and spawns it. // Creates the sphere mesh and spawns it.

View file

@ -84,16 +84,13 @@ fn setup(
)); ));
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
target: image_handle.clone().into(), target: image_handle.clone().into(),
clear_color: Color::WHITE.into(), clear_color: Color::WHITE.into(),
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::ZERO, Vec3::Y),
..default() ..default()
}, },
Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)).looking_at(Vec3::ZERO, Vec3::Y),
first_pass_layer, first_pass_layer,
)); ));
@ -117,10 +114,10 @@ fn setup(
)); ));
// The main pass camera. // The main pass camera.
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }
/// Rotates the inner cube (first pass) /// Rotates the inner cube (first pass)

View file

@ -93,19 +93,19 @@ fn spawn_light(commands: &mut Commands) {
/// Spawns a camera with associated skybox and environment map. /// Spawns a camera with associated skybox and environment map.
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) { fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
commands commands
.spawn(Camera3dBundle { .spawn((
camera: Camera { Camera3d::default(),
Camera {
hdr: true, hdr: true,
..default() ..default()
}, },
projection: Projection::Perspective(PerspectiveProjection { Projection::Perspective(PerspectiveProjection {
fov: 27.0 / 180.0 * PI, fov: 27.0 / 180.0 * PI,
..default() ..default()
}), }),
transform: Transform::from_xyz(0.0, 0.0, 10.0), Transform::from_xyz(0.0, 0.0, 10.0),
tonemapping: AcesFitted, AcesFitted,
..default() ))
})
.insert(Skybox { .insert(Skybox {
brightness: 5000.0, brightness: 5000.0,
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -49,14 +49,10 @@ fn setup(
) { ) {
// Spawn camera with temporal anti-aliasing and a VolumetricFog configuration. // Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(0.0, 2.0, 0.0) Transform::from_xyz(0.0, 2.0, 0.0).looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
.looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y), Camera {
camera: Camera { hdr: true,
hdr: true,
..default()
},
msaa: Msaa::Off,
..default() ..default()
}, },
TemporalAntiAliasing::default(), TemporalAntiAliasing::default(),

View file

@ -73,11 +73,8 @@ fn setup(
// camera // camera
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(-1.0, 1.0, 1.0) Transform::from_xyz(-1.0, 1.0, 1.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
..default()
},
CameraController::default(), CameraController::default(),
ShadowFilteringMethod::Hardware2x2, ShadowFilteringMethod::Hardware2x2,
)); ));

View file

@ -98,11 +98,10 @@ fn setup(
)); ));
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-5.0, 5.0, 5.0) Camera3d::default(),
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y), Transform::from_xyz(-5.0, 5.0, 5.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
..default() ));
});
} }
fn toggle_light( fn toggle_light(

View file

@ -71,10 +71,8 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let skybox_handle = asset_server.load(CUBEMAPS[0].0); let skybox_handle = asset_server.load(CUBEMAPS[0].0);
// camera // camera
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
CameraController::default(), CameraController::default(),
Skybox { Skybox {
image: skybox_handle.clone(), image: skybox_handle.clone(),

View file

@ -19,10 +19,10 @@ fn setup(
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
) { ) {
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
// plane // plane
commands.spawn(( commands.spawn((

View file

@ -68,14 +68,11 @@ fn setup(
{ {
let camera = commands let camera = commands
.spawn(( .spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_translation(*camera_pos) Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
.looking_at(Vec3::ZERO, Vec3::Y), Camera {
camera: Camera { // Renders cameras with different priorities to prevent ambiguities
// Renders cameras with different priorities to prevent ambiguities order: index as isize,
order: index as isize,
..default()
},
..default() ..default()
}, },
CameraPosition { CameraPosition {

View file

@ -117,14 +117,14 @@ fn setup(
} }
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
camera: Camera { Camera3d::default(),
Camera {
hdr: true, hdr: true,
..default() ..default()
}, },
transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y), Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
..default() ));
});
commands.spawn( commands.spawn(
TextBundle::from_section(INSTRUCTIONS, TextStyle::default()).with_style(Style { TextBundle::from_section(INSTRUCTIONS, TextStyle::default()).with_style(Style {

View file

@ -27,15 +27,13 @@ fn setup(
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
) { ) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
hdr: true, hdr: true,
..default()
},
transform: Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
msaa: Msaa::Off,
..default() ..default()
}, },
Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
Msaa::Off,
ScreenSpaceAmbientOcclusion::default(), ScreenSpaceAmbientOcclusion::default(),
TemporalAntiAliasing::default(), TemporalAntiAliasing::default(),
)); ));

View file

@ -225,16 +225,15 @@ fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
// rendering by adding depth and deferred prepasses. Turn on FXAA to make // rendering by adding depth and deferred prepasses. Turn on FXAA to make
// the scene look a little nicer. Finally, add screen space reflections. // the scene look a little nicer. Finally, add screen space reflections.
commands commands
.spawn(Camera3dBundle { .spawn((
transform: Transform::from_translation(vec3(-1.25, 2.25, 4.5)) Camera3d::default(),
.looking_at(Vec3::ZERO, Vec3::Y), Transform::from_translation(vec3(-1.25, 2.25, 4.5)).looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera { Camera {
hdr: true, hdr: true,
..default() ..default()
}, },
msaa: Msaa::Off, Msaa::Off,
..default() ))
})
.insert(EnvironmentMapLight { .insert(EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -71,8 +71,8 @@ fn setup(
Transform::from_xyz(0.0, 0.0, -1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)), Transform::from_xyz(0.0, 0.0, -1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
)); ));
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }

View file

@ -58,14 +58,12 @@ fn setup(
) { ) {
// camera // camera
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
hdr: true, hdr: true,
..default()
},
transform: camera_transform.0,
..default() ..default()
}, },
camera_transform.0,
DistanceFog { DistanceFog {
color: Color::srgb_u8(43, 44, 47), color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear { falloff: FogFalloff::Linear {

View file

@ -302,25 +302,23 @@ fn setup(
// Camera // Camera
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
camera: Camera { Camera {
hdr: true, hdr: true,
..default()
},
transform: Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
color_grading: ColorGrading {
global: ColorGradingGlobal {
post_saturation: 1.2,
..default()
},
..default()
},
tonemapping: Tonemapping::TonyMcMapface,
exposure: Exposure { ev100: 6.0 },
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
msaa: Msaa::Off,
..default() ..default()
}, },
Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
ColorGrading {
global: ColorGradingGlobal {
post_saturation: 1.2,
..default()
},
..default()
},
Tonemapping::TonyMcMapface,
Exposure { ev100: 6.0 },
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
Msaa::Off,
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))] #[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
TemporalAntiAliasing::default(), TemporalAntiAliasing::default(),
EnvironmentMapLight { EnvironmentMapLight {

View file

@ -90,10 +90,10 @@ fn setup(
)); ));
// Camera // Camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }
/// Fades the alpha channel of all materials between 0 and 1 over time. /// Fades the alpha channel of all materials between 0 and 1 over time.

View file

@ -38,20 +38,20 @@ fn setup(
)); ));
// Camera // Camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
camera: Camera { Camera {
// renders after / on top of the main camera // renders after / on top of the main camera
order: 1, order: 1,
clear_color: ClearColorConfig::None, clear_color: ClearColorConfig::None,
..default() ..default()
}, },
..default() Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }

View file

@ -24,11 +24,8 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
}, },
)); ));
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3d::default(),
transform: Transform::from_xyz(-0.5, 0.9, 1.5) Transform::from_xyz(-0.5, 0.9, 1.5).looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
.looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
..default()
},
EnvironmentMapLight { EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -51,8 +51,8 @@ fn setup(
)); ));
// Camera // Camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
} }

View file

@ -137,10 +137,10 @@ fn setup(
// Spawn a camera. // Spawn a camera.
commands commands
.spawn(Camera3dBundle { .spawn((
transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(CAMERA_FOCAL_POINT, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(0.7, 0.7, 1.0).looking_at(CAMERA_FOCAL_POINT, Vec3::Y),
}) ))
.insert(EnvironmentMapLight { .insert(EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),

View file

@ -63,17 +63,16 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: R
// Spawn the camera. // Spawn the camera.
commands commands
.spawn(Camera3dBundle { .spawn((
transform: Transform::from_xyz(-1.7, 1.5, 4.5) Camera3d::default(),
.looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y), Camera {
camera: Camera {
hdr: true, hdr: true,
..default() ..default()
}, },
..default() Transform::from_xyz(-1.7, 1.5, 4.5).looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
}) Tonemapping::TonyMcMapface,
.insert(Tonemapping::TonyMcMapface) Bloom::default(),
.insert(Bloom::default()) ))
.insert(Skybox { .insert(Skybox {
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
brightness: 1000.0, brightness: 1000.0,

View file

@ -93,10 +93,10 @@ fn setup(
commands.spawn((PointLight::default(), Transform::from_xyz(2.0, 4.0, 2.0))); commands.spawn((PointLight::default(), Transform::from_xyz(2.0, 4.0, 2.0)));
// camera // camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
// Text used to show controls // Text used to show controls
commands.spawn( commands.spawn(

View file

@ -52,11 +52,10 @@ fn setup(
}); });
// Camera // Camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(100.0, 100.0, 150.0) Camera3d::default(),
.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y), Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
..default() ));
});
// Plane // Plane
commands.spawn(( commands.spawn((

View file

@ -26,10 +26,10 @@ fn setup(
mut graphs: ResMut<Assets<AnimationGraph>>, mut graphs: ResMut<Assets<AnimationGraph>>,
) { ) {
// Camera // Camera
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
}); ));
// Light // Light
commands.spawn(( commands.spawn((

View file

@ -144,7 +144,7 @@ fn setup(
animation_player.play(animation_node_index).repeat(); animation_player.play(animation_node_index).repeat();
// Add a camera. // Add a camera.
commands.spawn(Camera2dBundle::default()); commands.spawn(Camera2d);
// Build the UI. We have a parent node that covers the whole screen and // Build the UI. We have a parent node that covers the whole screen and
// contains the `AnimationPlayer`, as well as a child node that contains the // contains the `AnimationPlayer`, as well as a child node that contains the

View file

@ -218,10 +218,10 @@ fn setup_scene(
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
) { ) {
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y), Camera3d::default(),
..default() Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
}); ));
commands.spawn(( commands.spawn((
PointLight { PointLight {

View file

@ -122,11 +122,10 @@ fn setup_scene(
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
) { ) {
// Spawn the camera. // Spawn the camera.
commands.spawn(Camera3dBundle { commands.spawn((
transform: Transform::from_xyz(-15.0, 10.0, 20.0) Camera3d::default(),
.looking_at(Vec3::new(0., 1., 0.), Vec3::Y), Transform::from_xyz(-15.0, 10.0, 20.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
..default() ));
});
// Spawn the light. // Spawn the light.
commands.spawn(( commands.spawn((

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