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https://github.com/bevyengine/bevy
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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:
parent
ac9b0c848c
commit
25bfa80e60
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"]
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# Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in
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detailed_trace = ["bevy_internal/detailed_trace"]
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# 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`.
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# 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`.
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tonemapping_luts = ["bevy_internal/tonemapping_luts", "ktx2", "zstd"]
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# Include SMAA Look Up Tables KTX2 Files
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@ -1,3 +1,5 @@
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#![expect(deprecated)]
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use crate::{
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core_2d::graph::Core2d,
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tonemapping::{DebandDither, Tonemapping},
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@ -17,12 +19,25 @@ use bevy_render::{
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};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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/// A 2D camera component. Enables the 2D render graph for a [`Camera`].
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#[derive(Component, Default, Reflect, Clone, ExtractComponent)]
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#[extract_component_filter(With<Camera>)]
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#[reflect(Component, Default)]
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#[require(
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Camera,
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DebandDither,
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CameraRenderGraph(|| CameraRenderGraph::new(Core2d)),
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OrthographicProjection(OrthographicProjection::default_2d),
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Frustum(|| OrthographicProjection::default_2d().compute_frustum(&GlobalTransform::from(Transform::default()))),
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Tonemapping(|| Tonemapping::None),
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)]
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pub struct Camera2d;
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#[derive(Bundle, Clone)]
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#[deprecated(
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since = "0.15.0",
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note = "Use the `Camera2d` component instead. Inserting it will now also insert the other components required by it automatically."
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)]
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pub struct Camera2dBundle {
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pub camera: Camera,
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pub camera_render_graph: CameraRenderGraph,
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@ -1,3 +1,5 @@
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#![expect(deprecated)]
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use crate::{
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core_3d::graph::Core3d,
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tonemapping::{DebandDither, Tonemapping},
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@ -15,12 +17,22 @@ use bevy_render::{
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use bevy_transform::prelude::{GlobalTransform, Transform};
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use serde::{Deserialize, Serialize};
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/// Configuration for the "main 3d render graph".
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/// The camera coordinate space is right-handed x-right, y-up, z-back.
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/// A 3D camera component. Enables the main 3D render graph for a [`Camera`].
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///
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/// The camera coordinate space is right-handed X-right, Y-up, Z-back.
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/// This means "forward" is -Z.
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#[derive(Component, Reflect, Clone, ExtractComponent)]
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#[extract_component_filter(With<Camera>)]
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#[reflect(Component, Default)]
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#[require(
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Camera,
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DebandDither(|| DebandDither::Enabled),
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CameraRenderGraph(|| CameraRenderGraph::new(Core3d)),
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Projection,
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Tonemapping,
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ColorGrading,
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Exposure
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)]
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pub struct Camera3d {
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/// The depth clear operation to perform for the main 3d pass.
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pub depth_load_op: Camera3dDepthLoadOp,
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@ -139,6 +151,10 @@ pub enum ScreenSpaceTransmissionQuality {
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/// The camera coordinate space is right-handed x-right, y-up, z-back.
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/// This means "forward" is -Z.
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#[derive(Bundle, Clone)]
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#[deprecated(
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since = "0.15.0",
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note = "Use the `Camera3d` component instead. Inserting it will now also insert the other components required by it automatically."
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)]
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pub struct Camera3dBundle {
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pub camera: Camera,
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pub camera_render_graph: CameraRenderGraph,
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@ -45,6 +45,7 @@ pub mod experimental {
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/// The core pipeline prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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#[expect(deprecated)]
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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@ -59,11 +59,11 @@ pub struct MotionBlurBundle {
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/// camera.
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///
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/// ```
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/// # use bevy_core_pipeline::{core_3d::Camera3dBundle, motion_blur::MotionBlur};
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/// # use bevy_core_pipeline::{core_3d::Camera3d, motion_blur::MotionBlur};
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/// # use bevy_ecs::prelude::*;
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/// # fn test(mut commands: Commands) {
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/// commands.spawn((
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/// Camera3dBundle::default(),
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/// Camera3d::default(),
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/// MotionBlur::default(),
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/// ));
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/// # }
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@ -263,7 +263,7 @@ impl SpecializedRenderPipeline for TonemappingPipeline {
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error!(
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"AgX tonemapping requires the `tonemapping_luts` feature.
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Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended),
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or use a different `Tonemapping` method in your `Camera2dBundle`/`Camera3dBundle`."
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or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`."
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);
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shader_defs.push("TONEMAP_METHOD_AGX".into());
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}
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@ -275,7 +275,7 @@ impl SpecializedRenderPipeline for TonemappingPipeline {
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error!(
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"TonyMcMapFace tonemapping requires the `tonemapping_luts` feature.
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Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended),
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or use a different `Tonemapping` method in your `Camera2dBundle`/`Camera3dBundle`."
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or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`."
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);
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shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
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}
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@ -284,7 +284,7 @@ impl SpecializedRenderPipeline for TonemappingPipeline {
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error!(
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"BlenderFilmic tonemapping requires the `tonemapping_luts` feature.
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Either enable the `tonemapping_luts` feature for bevy in `Cargo.toml` (recommended),
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or use a different `Tonemapping` method in your `Camera2dBundle`/`Camera3dBundle`."
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or use a different `Tonemapping` method for your `Camera2d`/`Camera3d`."
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);
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shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
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}
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@ -4,7 +4,7 @@ use core::any::{Any, TypeId};
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use bevy_app::{App, Plugin, PostUpdate};
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use bevy_color::Hsla;
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use bevy_core::Name;
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use bevy_core_pipeline::core_2d::Camera2dBundle;
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use bevy_core_pipeline::core_2d::Camera2d;
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use bevy_ecs::{prelude::*, system::SystemParam};
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use bevy_gizmos::{config::GizmoConfigStore, prelude::Gizmos, AppGizmoBuilder};
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use bevy_hierarchy::{Children, Parent};
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@ -88,19 +88,17 @@ fn update_debug_camera(
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} else {
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let spawn_cam = || {
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cmds.spawn((
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Camera2dBundle {
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projection: OrthographicProjection {
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Camera2d,
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OrthographicProjection {
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far: 1000.0,
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viewport_origin: Vec2::new(0.0, 0.0),
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..OrthographicProjection::default_3d()
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},
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camera: Camera {
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Camera {
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order: LAYOUT_DEBUG_CAMERA_ORDER,
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clear_color: ClearColorConfig::None,
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..default()
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},
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..default()
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},
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LAYOUT_DEBUG_LAYERS.clone(),
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DebugOverlayCamera,
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Name::new("Layout Debug Camera"),
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@ -55,9 +55,6 @@ use core::{any::TypeId, ptr::NonNull};
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/// would create incoherent behavior.
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/// This would be unexpected if bundles were treated as an abstraction boundary, as
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/// the abstraction would be unmaintainable for these cases.
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/// For example, both `Camera3dBundle` and `Camera2dBundle` contain the `CameraRenderGraph`
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/// component, but specifying different render graphs to use.
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/// If the bundles were both added to the same entity, only one of these two bundles would work.
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///
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/// For this reason, there is intentionally no [`Query`] to match whether an entity
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/// contains the components of a bundle.
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@ -9,7 +9,7 @@ use bevy_asset::{
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};
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use bevy_color::{Color, LinearRgba};
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use bevy_core::Name;
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use bevy_core_pipeline::prelude::Camera3dBundle;
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use bevy_core_pipeline::prelude::Camera3d;
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use bevy_ecs::{
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entity::{Entity, EntityHashMap},
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world::World,
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@ -1413,15 +1413,15 @@ fn load_node(
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Projection::Perspective(perspective_projection)
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}
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};
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node.insert(Camera3dBundle {
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node.insert((
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Camera3d::default(),
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projection,
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transform,
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camera: Camera {
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Camera {
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is_active: !*active_camera_found,
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..Default::default()
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},
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..Default::default()
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});
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));
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*active_camera_found = true;
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}
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@ -29,10 +29,7 @@ use bevy_render::{extract_component::ExtractComponent, prelude::Camera};
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/// # fn system(mut commands: Commands) {
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/// commands.spawn((
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/// // Setup your camera as usual
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/// Camera3dBundle {
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/// // ... camera options
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/// # ..Default::default()
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/// },
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/// Camera3d::default(),
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/// // Add fog to the same entity
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/// DistanceFog {
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/// color: Color::WHITE,
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@ -8,27 +8,29 @@ use crate::{
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render_resource::TextureView,
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texture::GpuImage,
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view::{
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ColorGrading, ExtractedView, ExtractedWindows, GpuCulling, RenderLayers, VisibleEntities,
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ColorGrading, ExtractedView, ExtractedWindows, GpuCulling, Msaa, RenderLayers, Visibility,
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VisibleEntities,
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},
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world_sync::RenderEntity,
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world_sync::{RenderEntity, SyncToRenderWorld},
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Extract,
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};
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use bevy_asset::{AssetEvent, AssetId, Assets, Handle};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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change_detection::DetectChanges,
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component::Component,
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component::{Component, ComponentId},
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entity::Entity,
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event::EventReader,
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prelude::With,
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query::Has,
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reflect::ReflectComponent,
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system::{Commands, Query, Res, ResMut, Resource},
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world::DeferredWorld,
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};
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use bevy_math::{ops, vec2, Dir3, Mat4, Ray3d, Rect, URect, UVec2, UVec4, Vec2, Vec3};
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use bevy_reflect::prelude::*;
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use bevy_render_macros::ExtractComponent;
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use bevy_transform::components::GlobalTransform;
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use bevy_transform::components::{GlobalTransform, Transform};
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use bevy_utils::{tracing::warn, warn_once, HashMap, HashSet};
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use bevy_window::{
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NormalizedWindowRef, PrimaryWindow, Window, WindowCreated, WindowRef, WindowResized,
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@ -274,10 +276,25 @@ pub enum ViewportConversionError {
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/// to transform the 3D objects into a 2D image, as well as the render target into which that image
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/// is produced.
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///
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/// Adding a camera is typically done by adding a bundle, either the `Camera2dBundle` or the
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/// `Camera3dBundle`.
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/// Note that a [`Camera`] needs a [`CameraRenderGraph`] to render anything.
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/// This is typically provided by adding a [`Camera2d`] or [`Camera3d`] component,
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/// but custom render graphs can also be defined. Inserting a [`Camera`] with no render
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/// graph will emit an error at runtime.
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///
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/// [`Camera2d`]: https://docs.rs/crate/bevy_core_pipeline/latest/core_2d/struct.Camera2d.html
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/// [`Camera3d`]: https://docs.rs/crate/bevy_core_pipeline/latest/core_3d/struct.Camera3d.html
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#[derive(Component, Debug, Reflect, Clone)]
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#[reflect(Component, Default, Debug)]
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#[component(on_add = warn_on_no_render_graph)]
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#[require(
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Frustum,
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CameraMainTextureUsages,
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VisibleEntities,
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Transform,
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Visibility,
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Msaa,
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SyncToRenderWorld
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)]
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pub struct Camera {
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/// If set, this camera will render to the given [`Viewport`] rectangle within the configured [`RenderTarget`].
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pub viewport: Option<Viewport>,
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@ -309,6 +326,12 @@ pub struct Camera {
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pub sub_camera_view: Option<SubCameraView>,
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}
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fn warn_on_no_render_graph(world: DeferredWorld, entity: Entity, _: ComponentId) {
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if !world.entity(entity).contains::<CameraRenderGraph>() {
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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.");
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}
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}
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impl Default for Camera {
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fn default() -> Self {
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Self {
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@ -200,8 +200,7 @@ impl HalfSpace {
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/// This process is called frustum culling, and entities can opt out of it using
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/// the [`NoFrustumCulling`] component.
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///
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/// The frustum component is typically added from a bundle, either the `Camera2dBundle`
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/// or the `Camera3dBundle`.
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/// The frustum component is typically added automatically for cameras, either `Camera2d` or `Camera3d`.
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/// It is usually updated automatically by [`update_frusta`] from the
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/// [`CameraProjection`] component and [`GlobalTransform`] of the camera entity.
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///
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@ -27,7 +27,7 @@ use bevy_transform::prelude::{GlobalTransform, Transform};
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use bevy_utils::HashSet;
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use bevy_window::{PrimaryWindow, Window, WindowScaleFactorChanged};
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/// The bundle of components needed to draw text in a 2D scene via a 2D `Camera2dBundle`.
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/// The bundle of components needed to draw text in a 2D scene via a `Camera2d`.
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/// [Example usage.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/text2d.rs)
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#[derive(Bundle, Clone, Debug, Default)]
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pub struct Text2dBundle {
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|
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@ -464,7 +464,7 @@ mod tests {
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use taffy::TraversePartialTree;
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use bevy_asset::{AssetEvent, Assets};
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use bevy_core_pipeline::core_2d::Camera2dBundle;
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use bevy_core_pipeline::core_2d::Camera2d;
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use bevy_ecs::{
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entity::Entity,
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event::Events,
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@ -539,7 +539,7 @@ mod tests {
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},
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PrimaryWindow,
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));
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world.spawn(Camera2dBundle::default());
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world.spawn(Camera2d);
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let mut ui_schedule = Schedule::default();
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ui_schedule.add_systems(
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@ -646,7 +646,7 @@ mod tests {
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assert!(ui_surface.camera_entity_to_taffy.is_empty());
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// respawn camera
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let camera_entity = world.spawn(Camera2dBundle::default()).id();
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let camera_entity = world.spawn(Camera2d).id();
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let ui_entity = world
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.spawn((NodeBundle::default(), TargetCamera(camera_entity)))
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|
@ -970,13 +970,13 @@ mod tests {
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let (mut world, mut ui_schedule) = setup_ui_test_world();
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world.spawn(Camera2dBundle {
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camera: Camera {
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world.spawn((
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Camera2d,
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Camera {
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order: 1,
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..default()
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},
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..default()
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});
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));
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world.spawn((
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NodeBundle {
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|
|
|
@ -2437,7 +2437,7 @@ impl TargetCamera {
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/// # use bevy_ui::prelude::*;
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/// # use bevy_ecs::prelude::Commands;
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/// # use bevy_render::camera::{Camera, RenderTarget};
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/// # use bevy_core_pipeline::prelude::Camera2dBundle;
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/// # use bevy_core_pipeline::prelude::Camera2d;
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/// # use bevy_window::{Window, WindowRef};
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///
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/// fn spawn_camera(mut commands: Commands) {
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@ -2446,13 +2446,11 @@ impl TargetCamera {
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/// ..Default::default()
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/// }).id();
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/// commands.spawn((
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/// Camera2dBundle {
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/// camera: Camera {
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/// Camera2d,
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/// Camera {
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/// target: RenderTarget::Window(WindowRef::Entity(another_window)),
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/// ..Default::default()
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/// },
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/// ..Default::default()
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/// },
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/// // We add the Marker here so all Ui will spawn in
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/// // another window if no TargetCamera is specified
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/// IsDefaultUiCamera
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|
@ -2502,7 +2500,7 @@ impl<'w, 's> DefaultUiCamera<'w, 's> {
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///
|
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/// fn spawn_camera(mut commands: Commands) {
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/// commands.spawn((
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/// Camera2dBundle::default(),
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/// Camera2d,
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/// // This will cause all Ui in this camera to be rendered without
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/// // anti-aliasing
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/// UiAntiAlias::Off,
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|
|
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@ -41,7 +41,7 @@ The default feature set enables most of the expected features of a game engine,
|
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|png|PNG image format support|
|
||||
|smaa_luts|Include SMAA Look Up Tables KTX2 Files|
|
||||
|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|
|
||||
|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|
|
||||
|
|
|
@ -40,10 +40,10 @@ fn setup_cube(
|
|||
});
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
||||
fn main() {
|
||||
|
@ -83,10 +83,10 @@ fn setup_cube(
|
|||
});
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
||||
fn main() {
|
||||
|
|
|
@ -27,7 +27,7 @@ fn setup(
|
|||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
let shapes = [
|
||||
meshes.add(Circle::new(50.0)),
|
||||
|
|
|
@ -34,5 +34,5 @@ fn draw_cursor(
|
|||
}
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
}
|
||||
|
|
|
@ -23,14 +23,12 @@ fn setup(
|
|||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
commands.spawn((
|
||||
Camera2dBundle {
|
||||
camera: Camera {
|
||||
Camera2d,
|
||||
Camera {
|
||||
hdr: true, // 1. HDR is required for bloom
|
||||
..default()
|
||||
},
|
||||
tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
|
||||
..default()
|
||||
},
|
||||
Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
|
||||
Bloom::default(), // 3. Enable bloom for the camera
|
||||
));
|
||||
|
||||
|
|
|
@ -206,7 +206,7 @@ const OFFSET_X: f32 = 125.;
|
|||
const OFFSET_Y: f32 = 75.;
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
SpatialBundle {
|
||||
transform: Transform::from_xyz(-OFFSET_X, OFFSET_Y, 0.),
|
||||
|
|
|
@ -60,7 +60,7 @@ fn setup(
|
|||
));
|
||||
|
||||
// Add a camera
|
||||
commands.spawn(Camera2dBundle { ..default() });
|
||||
commands.spawn(Camera2d);
|
||||
}
|
||||
|
||||
/// This custom material uses barycentric coordinates from
|
||||
|
|
|
@ -14,7 +14,7 @@ fn setup(
|
|||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
Mesh2d(meshes.add(Rectangle::default())),
|
||||
MeshMaterial2d(materials.add(Color::from(PURPLE))),
|
||||
|
|
|
@ -20,7 +20,7 @@ fn setup(
|
|||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
let texture_handle = asset_server.load("branding/icon.png");
|
||||
let mesh_handle = meshes.add(Rectangle::from_size(Vec2::splat(256.0)));
|
||||
|
|
|
@ -39,13 +39,13 @@ fn setup(
|
|||
) {
|
||||
let material = materials.add(asset_server.load("branding/icon.png"));
|
||||
|
||||
commands.spawn(Camera2dBundle {
|
||||
camera: Camera {
|
||||
commands.spawn((
|
||||
Camera2d,
|
||||
Camera {
|
||||
clear_color: ClearColorConfig::Custom(DARK_SLATE_GREY.into()),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
));
|
||||
|
||||
const UPPER_Y: f32 = 50.0;
|
||||
const LOWER_Y: f32 = -50.0;
|
||||
|
|
|
@ -115,7 +115,7 @@ fn star(
|
|||
));
|
||||
|
||||
// Spawn the camera
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
}
|
||||
|
||||
// Require `HasMaterial2d` to indicate that no placeholder material should be rendeed.
|
||||
|
|
|
@ -33,7 +33,7 @@ fn setup(
|
|||
let mesh_handle = meshes.add(mesh);
|
||||
|
||||
// Spawn camera
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
// Spawn the quad with vertex colors
|
||||
commands.spawn((
|
||||
|
|
|
@ -17,7 +17,7 @@ enum Direction {
|
|||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
|
|
|
@ -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
|
||||
commands.spawn((
|
||||
Camera2dBundle {
|
||||
camera: Camera {
|
||||
Camera2d,
|
||||
Camera {
|
||||
// render before the "main pass" camera
|
||||
order: -1,
|
||||
target: RenderTarget::Image(image_handle.clone()),
|
||||
..default()
|
||||
},
|
||||
msaa: Msaa::Off,
|
||||
..default()
|
||||
},
|
||||
Msaa::Off,
|
||||
InGameCamera,
|
||||
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.
|
||||
// here, the canvas and one of the sample sprites will be rendered by this camera
|
||||
commands.spawn((
|
||||
Camera2dBundle {
|
||||
msaa: Msaa::Off,
|
||||
..default()
|
||||
},
|
||||
OuterCamera,
|
||||
HIGH_RES_LAYERS,
|
||||
));
|
||||
commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
|
||||
}
|
||||
|
||||
/// Rotates entities to demonstrate grid snapping.
|
||||
|
|
|
@ -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");
|
||||
|
||||
// 2D orthographic camera
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
let horizontal_margin = BOUNDS.x / 4.0;
|
||||
let vertical_margin = BOUNDS.y / 4.0;
|
||||
|
|
|
@ -10,7 +10,7 @@ fn main() {
|
|||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
..default()
|
||||
|
|
|
@ -90,7 +90,7 @@ fn setup(
|
|||
asset_server: Res<AssetServer>,
|
||||
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
|
||||
) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
// load the sprite sheet using the `AssetServer`
|
||||
let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
|
||||
|
|
|
@ -10,7 +10,7 @@ fn main() {
|
|||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
sprite: Sprite {
|
||||
|
|
|
@ -46,7 +46,7 @@ fn setup(
|
|||
let texture_atlas_layout = texture_atlas_layouts.add(layout);
|
||||
// Use only the subset of sprites in the sheet that make up the run animation
|
||||
let animation_indices = AnimationIndices { first: 1, last: 6 };
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform::from_scale(Vec3::splat(6.0)),
|
||||
|
|
|
@ -98,7 +98,7 @@ fn spawn_sprites(
|
|||
}
|
||||
|
||||
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 style = TextStyle {
|
||||
font: font.clone(),
|
||||
|
|
|
@ -19,7 +19,7 @@ struct AnimationState {
|
|||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
commands.insert_resource(AnimationState {
|
||||
min: 128.0,
|
||||
max: 512.0,
|
||||
|
|
|
@ -42,7 +42,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
};
|
||||
let text_justification = JustifyText::Center;
|
||||
// 2d camera
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
// Demonstrate changing translation
|
||||
commands.spawn((
|
||||
Text2dBundle {
|
||||
|
|
|
@ -94,7 +94,7 @@ fn setup(
|
|||
let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
|
||||
|
||||
// setup 2d scene
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
// padded textures are to the right, unpadded to the left
|
||||
|
||||
|
|
|
@ -11,7 +11,7 @@ fn main() {
|
|||
}
|
||||
|
||||
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");
|
||||
|
||||
|
|
|
@ -85,7 +85,7 @@ fn setup(
|
|||
));
|
||||
|
||||
// Camera
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
// Text used to show controls
|
||||
commands.spawn(
|
||||
|
|
|
@ -36,8 +36,8 @@ fn setup(
|
|||
Transform::from_xyz(4.0, 8.0, 4.0),
|
||||
));
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -127,10 +127,10 @@ fn setup(
|
|||
MeshMaterial3d(materials.add(Color::from(SILVER))),
|
||||
));
|
||||
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 7., 14.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
||||
));
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
commands.spawn(
|
||||
|
|
|
@ -69,8 +69,8 @@ fn setup(
|
|||
));
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -17,11 +17,8 @@ fn setup(
|
|||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(3.0, 1.0, 3.0)
|
||||
.looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(3.0, 1.0, 3.0).looking_at(Vec3::new(0.0, -0.5, 0.0), Vec3::Y),
|
||||
EnvironmentMapLight {
|
||||
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -64,11 +64,10 @@ fn main() {
|
|||
|
||||
/// Creates the initial scene.
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_status: Res<AppStatus>) {
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_translation(CAMERA_INITIAL_POSITION)
|
||||
.looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_translation(CAMERA_INITIAL_POSITION).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
spawn_directional_light(&mut commands);
|
||||
|
||||
|
|
|
@ -301,15 +301,12 @@ fn setup(
|
|||
|
||||
// Camera
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
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()
|
||||
},
|
||||
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
||||
ContrastAdaptiveSharpening {
|
||||
enabled: false,
|
||||
..default()
|
||||
|
|
|
@ -25,11 +25,8 @@ fn main() {
|
|||
|
||||
fn setup_camera_fog(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(-1.0, 0.1, 1.0)
|
||||
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
|
||||
DistanceFog {
|
||||
color: Color::srgba(0.35, 0.48, 0.66, 1.0),
|
||||
directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
|
||||
|
|
|
@ -39,14 +39,12 @@ fn setup(
|
|||
let metering_mask = asset_server.load("textures/basic_metering_mask.png");
|
||||
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
AutoExposure {
|
||||
metering_mask: metering_mask.clone(),
|
||||
..default()
|
||||
|
|
|
@ -152,10 +152,10 @@ fn setup(
|
|||
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 8.0, 4.0)));
|
||||
|
||||
// Camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
// Controls Text
|
||||
|
||||
|
|
|
@ -28,15 +28,13 @@ fn setup_scene(
|
|||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
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()
|
||||
},
|
||||
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
|
||||
Bloom::NATURAL,
|
||||
));
|
||||
|
|
|
@ -72,8 +72,9 @@ fn setup(
|
|||
));
|
||||
|
||||
// Main perspective Camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
camera: Camera {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
viewport: Option::from(Viewport {
|
||||
physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
|
||||
physical_position: UVec2::new(PADDING, PADDING * 2 + SMALL_SIZE),
|
||||
|
@ -82,12 +83,12 @@ fn setup(
|
|||
..default()
|
||||
},
|
||||
transform,
|
||||
..default()
|
||||
});
|
||||
));
|
||||
|
||||
// Perspective camera left half
|
||||
commands.spawn(Camera3dBundle {
|
||||
camera: Camera {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
viewport: Option::from(Viewport {
|
||||
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
||||
physical_position: UVec2::new(PADDING, PADDING),
|
||||
|
@ -109,13 +110,12 @@ fn setup(
|
|||
..default()
|
||||
},
|
||||
transform,
|
||||
..default()
|
||||
});
|
||||
));
|
||||
|
||||
// Perspective camera moving
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
viewport: Option::from(Viewport {
|
||||
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
||||
physical_position: UVec2::new(PADDING * 2 + SMALL_SIZE, PADDING),
|
||||
|
@ -132,14 +132,13 @@ fn setup(
|
|||
..default()
|
||||
},
|
||||
transform,
|
||||
..default()
|
||||
},
|
||||
MovingCameraMarker,
|
||||
));
|
||||
|
||||
// Perspective camera control
|
||||
commands.spawn(Camera3dBundle {
|
||||
camera: Camera {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
viewport: Option::from(Viewport {
|
||||
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
||||
physical_position: UVec2::new(PADDING * 3 + SMALL_SIZE * 2, PADDING),
|
||||
|
@ -156,17 +155,16 @@ fn setup(
|
|||
..default()
|
||||
},
|
||||
transform,
|
||||
..default()
|
||||
});
|
||||
));
|
||||
|
||||
// Main orthographic camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
projection: OrthographicProjection {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Projection::from(OrthographicProjection {
|
||||
scaling_mode: ScalingMode::FixedVertical(6.0),
|
||||
..OrthographicProjection::default_3d()
|
||||
}
|
||||
.into(),
|
||||
camera: Camera {
|
||||
}),
|
||||
Camera {
|
||||
viewport: Option::from(Viewport {
|
||||
physical_size: UVec2::new(LARGE_SIZE, LARGE_SIZE),
|
||||
physical_position: UVec2::new(PADDING * 2 + LARGE_SIZE, PADDING * 2 + SMALL_SIZE),
|
||||
|
@ -176,17 +174,16 @@ fn setup(
|
|||
..default()
|
||||
},
|
||||
transform,
|
||||
..default()
|
||||
});
|
||||
));
|
||||
|
||||
// Orthographic camera left half
|
||||
commands.spawn(Camera3dBundle {
|
||||
projection: OrthographicProjection {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Projection::from(OrthographicProjection {
|
||||
scaling_mode: ScalingMode::FixedVertical(6.0),
|
||||
..OrthographicProjection::default_3d()
|
||||
}
|
||||
.into(),
|
||||
camera: Camera {
|
||||
}),
|
||||
Camera {
|
||||
viewport: Option::from(Viewport {
|
||||
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
||||
physical_position: UVec2::new(PADDING * 5 + SMALL_SIZE * 4, PADDING),
|
||||
|
@ -206,18 +203,16 @@ fn setup(
|
|||
..default()
|
||||
},
|
||||
transform,
|
||||
..default()
|
||||
});
|
||||
));
|
||||
|
||||
// Orthographic camera moving
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
projection: OrthographicProjection {
|
||||
Camera3d::default(),
|
||||
Projection::from(OrthographicProjection {
|
||||
scaling_mode: ScalingMode::FixedVertical(6.0),
|
||||
..OrthographicProjection::default_3d()
|
||||
}
|
||||
.into(),
|
||||
camera: Camera {
|
||||
}),
|
||||
Camera {
|
||||
viewport: Option::from(Viewport {
|
||||
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
||||
physical_position: UVec2::new(PADDING * 6 + SMALL_SIZE * 5, PADDING),
|
||||
|
@ -234,19 +229,17 @@ fn setup(
|
|||
..default()
|
||||
},
|
||||
transform,
|
||||
..default()
|
||||
},
|
||||
MovingCameraMarker,
|
||||
));
|
||||
|
||||
// Orthographic camera control
|
||||
commands.spawn(Camera3dBundle {
|
||||
projection: OrthographicProjection {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Projection::from(OrthographicProjection {
|
||||
scaling_mode: ScalingMode::FixedVertical(6.0),
|
||||
..OrthographicProjection::default_3d()
|
||||
}
|
||||
.into(),
|
||||
camera: Camera {
|
||||
}),
|
||||
Camera {
|
||||
viewport: Option::from(Viewport {
|
||||
physical_size: UVec2::new(SMALL_SIZE, SMALL_SIZE),
|
||||
physical_position: UVec2::new(PADDING * 7 + SMALL_SIZE * 6, PADDING),
|
||||
|
@ -263,8 +256,7 @@ fn setup(
|
|||
..default()
|
||||
},
|
||||
transform,
|
||||
..default()
|
||||
});
|
||||
));
|
||||
}
|
||||
|
||||
fn move_camera_view(
|
||||
|
|
|
@ -189,19 +189,19 @@ fn spawn_light(commands: &mut Commands) {
|
|||
/// Spawns a camera with associated skybox and environment map.
|
||||
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
camera: Camera {
|
||||
.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
projection: Projection::Perspective(PerspectiveProjection {
|
||||
Projection::Perspective(PerspectiveProjection {
|
||||
fov: 27.0 / 180.0 * PI,
|
||||
..default()
|
||||
}),
|
||||
transform: Transform::from_xyz(0.0, 0.0, 10.0),
|
||||
tonemapping: AcesFitted,
|
||||
..default()
|
||||
})
|
||||
Transform::from_xyz(0.0, 0.0, 10.0),
|
||||
AcesFitted,
|
||||
))
|
||||
.insert(Skybox {
|
||||
brightness: 5000.0,
|
||||
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -352,16 +352,13 @@ fn add_text<'a>(
|
|||
|
||||
fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading: ColorGrading) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
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),
|
||||
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
||||
color_grading,
|
||||
..default()
|
||||
},
|
||||
DistanceFog {
|
||||
color: Color::srgb_u8(43, 44, 47),
|
||||
falloff: FogFalloff::Linear {
|
||||
|
|
|
@ -34,18 +34,15 @@ fn setup(
|
|||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
// Deferred both supports both hdr: true and 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),
|
||||
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()
|
||||
},
|
||||
Msaa::Off,
|
||||
DistanceFog {
|
||||
color: Color::srgb_u8(43, 44, 47),
|
||||
falloff: FogFalloff::Linear {
|
||||
|
|
|
@ -70,16 +70,16 @@ fn main() {
|
|||
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
|
||||
// field effect.
|
||||
let mut camera = commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
camera: Camera {
|
||||
let mut camera = commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
tonemapping: Tonemapping::TonyMcMapface,
|
||||
..default()
|
||||
});
|
||||
camera.insert(Bloom::NATURAL);
|
||||
Tonemapping::TonyMcMapface,
|
||||
Bloom::NATURAL,
|
||||
));
|
||||
|
||||
// Insert the depth of field settings.
|
||||
if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) {
|
||||
|
|
|
@ -34,7 +34,7 @@ fn main() {
|
|||
|
||||
fn setup_camera_fog(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
Camera3dBundle::default(),
|
||||
Camera3d::default(),
|
||||
DistanceFog {
|
||||
color: Color::srgb(0.25, 0.25, 0.25),
|
||||
falloff: FogFalloff::Linear {
|
||||
|
|
|
@ -61,23 +61,21 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
));
|
||||
|
||||
// Spawn a camera.
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-0.75, 1.0, 2.0)
|
||||
.looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
|
||||
camera: Camera {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-0.75, 1.0, 2.0).looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
})
|
||||
.insert(VolumetricFog {
|
||||
VolumetricFog {
|
||||
// Make this relatively high in order to increase the fog quality.
|
||||
step_count: 64,
|
||||
// Disable ambient light.
|
||||
ambient_intensity: 0.0,
|
||||
..default()
|
||||
});
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
/// Rotates the camera a bit every frame.
|
||||
|
|
|
@ -51,10 +51,7 @@ fn setup(
|
|||
Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y);
|
||||
|
||||
// Camera in 3D space.
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: camera_and_light_transform,
|
||||
..default()
|
||||
});
|
||||
commands.spawn((Camera3d::default(), camera_and_light_transform));
|
||||
|
||||
// Light up the scene.
|
||||
commands.spawn((PointLight::default(), camera_and_light_transform));
|
||||
|
|
|
@ -231,16 +231,15 @@ fn spawn_main_scene(commands: &mut Commands, assets: &ExampleAssets) {
|
|||
}
|
||||
|
||||
fn spawn_camera(commands: &mut Commands, assets: &ExampleAssets) {
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
})
|
||||
.insert(Skybox {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-10.012, 4.8605, 13.281).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
Skybox {
|
||||
image: assets.skybox.clone(),
|
||||
brightness: 150.0,
|
||||
..default()
|
||||
});
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
fn spawn_irradiance_volume(commands: &mut Commands, assets: &ExampleAssets) {
|
||||
|
|
|
@ -244,11 +244,11 @@ fn setup(
|
|||
);
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
exposure: Exposure::from_physical_camera(**parameters),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
Exposure::from_physical_camera(**parameters),
|
||||
));
|
||||
}
|
||||
|
||||
fn update_exposure(
|
||||
|
|
|
@ -16,10 +16,10 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
GltfAssetLabel::Scene(0).from_asset("models/CornellBox/CornellBox.glb"),
|
||||
)));
|
||||
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-278.0, 273.0, 800.0),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-278.0, 273.0, 800.0),
|
||||
));
|
||||
}
|
||||
|
||||
fn add_lightmaps_to_meshes(
|
||||
|
|
|
@ -59,10 +59,10 @@ fn setup(
|
|||
));
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
||||
#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
|
||||
|
|
|
@ -17,11 +17,8 @@ fn main() {
|
|||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.7, 0.7, 1.0)
|
||||
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
||||
EnvironmentMapLight {
|
||||
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -17,10 +17,10 @@ fn main() {
|
|||
struct ExampleDisplay;
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
commands.spawn(DirectionalLight {
|
||||
shadows_enabled: true,
|
||||
|
|
|
@ -49,12 +49,9 @@ fn setup(
|
|||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_translation(Vec3::new(1.8, 0.4, -0.1))
|
||||
.looking_at(Vec3::ZERO, Vec3::Y),
|
||||
msaa: Msaa::Off,
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
Msaa::Off,
|
||||
EnvironmentMapLight {
|
||||
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -18,7 +18,7 @@ fn main() {
|
|||
|
||||
fn setup_camera(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
Camera3dBundle::default(),
|
||||
Camera3d::default(),
|
||||
// Add the `MotionBlur` component to a camera to enable motion blur.
|
||||
// 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.
|
||||
|
|
|
@ -16,16 +16,15 @@ fn setup(
|
|||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
projection: OrthographicProjection {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Projection::from(OrthographicProjection {
|
||||
// 6 world units per window height.
|
||||
scaling_mode: ScalingMode::FixedVertical(6.0),
|
||||
..OrthographicProjection::default_3d()
|
||||
}
|
||||
.into(),
|
||||
transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
}),
|
||||
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
// plane
|
||||
commands.spawn((
|
||||
|
|
|
@ -212,10 +212,8 @@ fn setup(
|
|||
|
||||
// Camera
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
CameraController,
|
||||
));
|
||||
|
||||
|
|
|
@ -53,8 +53,8 @@ fn setup(
|
|||
// light
|
||||
commands.spawn((PointLight::default(), Transform::from_xyz(4.0, 5.0, -4.0)));
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -114,15 +114,12 @@ fn setup(
|
|||
|
||||
// camera
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
|
||||
projection: OrthographicProjection {
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
|
||||
Projection::from(OrthographicProjection {
|
||||
scaling_mode: ScalingMode::WindowSize(100.0),
|
||||
..OrthographicProjection::default_3d()
|
||||
}
|
||||
.into(),
|
||||
..default()
|
||||
},
|
||||
}),
|
||||
EnvironmentMapLight {
|
||||
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -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.
|
||||
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-12.912 * 0.7, 4.466 * 0.7, -10.624 * 0.7)
|
||||
.with_rotation(Quat::from_euler(
|
||||
EulerRot::YXZ,
|
||||
-134.76 / 180.0 * PI,
|
||||
-0.175,
|
||||
0.0,
|
||||
)),
|
||||
..default()
|
||||
})
|
||||
.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-12.912 * 0.7, 4.466 * 0.7, -10.624 * 0.7).with_rotation(
|
||||
Quat::from_euler(EulerRot::YXZ, -134.76 / 180.0 * PI, -0.175, 0.0),
|
||||
),
|
||||
))
|
||||
.insert(ShadowFilteringMethod::Gaussian)
|
||||
// `TemporalJitter` is needed for TAA. Note that it does nothing without
|
||||
// `TemporalAntiAliasSettings`.
|
||||
|
|
|
@ -59,15 +59,12 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: R
|
|||
/// Spawns the camera, including the [`ChromaticAberration`] component.
|
||||
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
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()
|
||||
},
|
||||
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
|
||||
DistanceFog {
|
||||
color: Color::srgb_u8(43, 44, 47),
|
||||
falloff: FogFalloff::Linear {
|
||||
|
|
|
@ -54,11 +54,8 @@ fn find_top_material_and_mesh(
|
|||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.6, 1.6, 11.3)
|
||||
.looking_at(Vec3::new(0.0, 0.0, 3.0), Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.6, 1.6, 11.3).looking_at(Vec3::new(0.0, 0.0, 3.0), Vec3::Y),
|
||||
EnvironmentMapLight {
|
||||
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -103,14 +103,14 @@ fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
|
|||
|
||||
// Spawns the camera.
|
||||
fn spawn_camera(commands: &mut Commands) {
|
||||
commands.spawn(Camera3dBundle {
|
||||
camera: Camera {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
Transform::from_xyz(-6.483, 0.325, 4.381).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
||||
// Creates the sphere mesh and spawns it.
|
||||
|
|
|
@ -84,16 +84,13 @@ fn setup(
|
|||
));
|
||||
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
target: image_handle.clone().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()
|
||||
},
|
||||
Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
first_pass_layer,
|
||||
));
|
||||
|
||||
|
@ -117,10 +114,10 @@ fn setup(
|
|||
));
|
||||
|
||||
// The main pass camera.
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
||||
/// Rotates the inner cube (first pass)
|
||||
|
|
|
@ -93,19 +93,19 @@ fn spawn_light(commands: &mut Commands) {
|
|||
/// Spawns a camera with associated skybox and environment map.
|
||||
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
camera: Camera {
|
||||
.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
projection: Projection::Perspective(PerspectiveProjection {
|
||||
Projection::Perspective(PerspectiveProjection {
|
||||
fov: 27.0 / 180.0 * PI,
|
||||
..default()
|
||||
}),
|
||||
transform: Transform::from_xyz(0.0, 0.0, 10.0),
|
||||
tonemapping: AcesFitted,
|
||||
..default()
|
||||
})
|
||||
Transform::from_xyz(0.0, 0.0, 10.0),
|
||||
AcesFitted,
|
||||
))
|
||||
.insert(Skybox {
|
||||
brightness: 5000.0,
|
||||
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -49,16 +49,12 @@ fn setup(
|
|||
) {
|
||||
// Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 2.0, 0.0)
|
||||
.looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 2.0, 0.0).looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
msaa: Msaa::Off,
|
||||
..default()
|
||||
},
|
||||
TemporalAntiAliasing::default(),
|
||||
Bloom::default(),
|
||||
VolumetricFog {
|
||||
|
|
|
@ -73,11 +73,8 @@ fn setup(
|
|||
|
||||
// camera
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(-1.0, 1.0, 1.0)
|
||||
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-1.0, 1.0, 1.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
|
||||
CameraController::default(),
|
||||
ShadowFilteringMethod::Hardware2x2,
|
||||
));
|
||||
|
|
|
@ -98,11 +98,10 @@ fn setup(
|
|||
));
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-5.0, 5.0, 5.0)
|
||||
.looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-5.0, 5.0, 5.0).looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
||||
fn toggle_light(
|
||||
|
|
|
@ -71,10 +71,8 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
let skybox_handle = asset_server.load(CUBEMAPS[0].0);
|
||||
// camera
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
CameraController::default(),
|
||||
Skybox {
|
||||
image: skybox_handle.clone(),
|
||||
|
|
|
@ -19,10 +19,10 @@ fn setup(
|
|||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
// plane
|
||||
commands.spawn((
|
||||
|
|
|
@ -68,16 +68,13 @@ fn setup(
|
|||
{
|
||||
let camera = commands
|
||||
.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_translation(*camera_pos)
|
||||
.looking_at(Vec3::ZERO, Vec3::Y),
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
Camera {
|
||||
// Renders cameras with different priorities to prevent ambiguities
|
||||
order: index as isize,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
CameraPosition {
|
||||
pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
|
||||
},
|
||||
|
|
|
@ -117,14 +117,14 @@ fn setup(
|
|||
}
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
camera: Camera {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
commands.spawn(
|
||||
TextBundle::from_section(INSTRUCTIONS, TextStyle::default()).with_style(Style {
|
||||
|
|
|
@ -27,15 +27,13 @@ fn setup(
|
|||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
msaa: Msaa::Off,
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
Msaa::Off,
|
||||
ScreenSpaceAmbientOcclusion::default(),
|
||||
TemporalAntiAliasing::default(),
|
||||
));
|
||||
|
|
|
@ -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
|
||||
// the scene look a little nicer. Finally, add screen space reflections.
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
transform: Transform::from_translation(vec3(-1.25, 2.25, 4.5))
|
||||
.looking_at(Vec3::ZERO, Vec3::Y),
|
||||
camera: Camera {
|
||||
.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_translation(vec3(-1.25, 2.25, 4.5)).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
msaa: Msaa::Off,
|
||||
..default()
|
||||
})
|
||||
Msaa::Off,
|
||||
))
|
||||
.insert(EnvironmentMapLight {
|
||||
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -71,8 +71,8 @@ fn setup(
|
|||
Transform::from_xyz(0.0, 0.0, -1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
|
||||
));
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -58,14 +58,12 @@ fn setup(
|
|||
) {
|
||||
// camera
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
transform: camera_transform.0,
|
||||
..default()
|
||||
},
|
||||
camera_transform.0,
|
||||
DistanceFog {
|
||||
color: Color::srgb_u8(43, 44, 47),
|
||||
falloff: FogFalloff::Linear {
|
||||
|
|
|
@ -302,25 +302,23 @@ fn setup(
|
|||
|
||||
// Camera
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
camera: Camera {
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
color_grading: ColorGrading {
|
||||
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: Tonemapping::TonyMcMapface,
|
||||
exposure: Exposure { ev100: 6.0 },
|
||||
Tonemapping::TonyMcMapface,
|
||||
Exposure { ev100: 6.0 },
|
||||
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
|
||||
msaa: Msaa::Off,
|
||||
..default()
|
||||
},
|
||||
Msaa::Off,
|
||||
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
|
||||
TemporalAntiAliasing::default(),
|
||||
EnvironmentMapLight {
|
||||
|
|
|
@ -90,10 +90,10 @@ fn setup(
|
|||
));
|
||||
|
||||
// Camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::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.
|
||||
|
|
|
@ -38,20 +38,20 @@ fn setup(
|
|||
));
|
||||
|
||||
// Camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
camera: Camera {
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
// renders after / on top of the main camera
|
||||
order: 1,
|
||||
clear_color: ClearColorConfig::None,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -24,11 +24,8 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
},
|
||||
));
|
||||
commands.spawn((
|
||||
Camera3dBundle {
|
||||
transform: Transform::from_xyz(-0.5, 0.9, 1.5)
|
||||
.looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
|
||||
..default()
|
||||
},
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-0.5, 0.9, 1.5).looking_at(Vec3::new(-0.5, 0.3, 0.0), Vec3::Y),
|
||||
EnvironmentMapLight {
|
||||
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -51,8 +51,8 @@ fn setup(
|
|||
));
|
||||
|
||||
// Camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -137,10 +137,10 @@ fn setup(
|
|||
|
||||
// Spawn a camera.
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(CAMERA_FOCAL_POINT, Vec3::Y),
|
||||
..default()
|
||||
})
|
||||
.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(CAMERA_FOCAL_POINT, Vec3::Y),
|
||||
))
|
||||
.insert(EnvironmentMapLight {
|
||||
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
||||
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
|
|
|
@ -63,17 +63,16 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: R
|
|||
|
||||
// Spawn the camera.
|
||||
commands
|
||||
.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-1.7, 1.5, 4.5)
|
||||
.looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
|
||||
camera: Camera {
|
||||
.spawn((
|
||||
Camera3d::default(),
|
||||
Camera {
|
||||
hdr: true,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
})
|
||||
.insert(Tonemapping::TonyMcMapface)
|
||||
.insert(Bloom::default())
|
||||
Transform::from_xyz(-1.7, 1.5, 4.5).looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
|
||||
Tonemapping::TonyMcMapface,
|
||||
Bloom::default(),
|
||||
))
|
||||
.insert(Skybox {
|
||||
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||||
brightness: 1000.0,
|
||||
|
|
|
@ -93,10 +93,10 @@ fn setup(
|
|||
commands.spawn((PointLight::default(), Transform::from_xyz(2.0, 4.0, 2.0)));
|
||||
|
||||
// camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
// Text used to show controls
|
||||
commands.spawn(
|
||||
|
|
|
@ -52,11 +52,10 @@ fn setup(
|
|||
});
|
||||
|
||||
// Camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(100.0, 100.0, 150.0)
|
||||
.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
|
||||
));
|
||||
|
||||
// Plane
|
||||
commands.spawn((
|
||||
|
|
|
@ -26,10 +26,10 @@ fn setup(
|
|||
mut graphs: ResMut<Assets<AnimationGraph>>,
|
||||
) {
|
||||
// Camera
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
));
|
||||
|
||||
// Light
|
||||
commands.spawn((
|
||||
|
|
|
@ -144,7 +144,7 @@ fn setup(
|
|||
animation_player.play(animation_node_index).repeat();
|
||||
|
||||
// Add a camera.
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
// 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
|
||||
|
|
|
@ -218,10 +218,10 @@ fn setup_scene(
|
|||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
PointLight {
|
||||
|
|
|
@ -122,11 +122,10 @@ fn setup_scene(
|
|||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
// Spawn the camera.
|
||||
commands.spawn(Camera3dBundle {
|
||||
transform: Transform::from_xyz(-15.0, 10.0, 20.0)
|
||||
.looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
||||
..default()
|
||||
});
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(-15.0, 10.0, 20.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
||||
));
|
||||
|
||||
// Spawn the light.
|
||||
commands.spawn((
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue