mirror of
https://github.com/bevyengine/bevy
synced 2024-12-19 01:23:09 +00:00
25bfa80e60
# 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.
88 lines
2.9 KiB
Rust
88 lines
2.9 KiB
Rust
//! Demonstrates using a custom extension to the `StandardMaterial` to modify the results of the builtin pbr shader.
|
|
|
|
use bevy::{
|
|
color::palettes::basic::RED,
|
|
pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod},
|
|
prelude::*,
|
|
render::render_resource::*,
|
|
};
|
|
|
|
/// This example uses a shader source file from the assets subdirectory
|
|
const SHADER_ASSET_PATH: &str = "shaders/extended_material.wgsl";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugins(MaterialPlugin::<
|
|
ExtendedMaterial<StandardMaterial, MyExtension>,
|
|
>::default())
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, rotate_things)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, MyExtension>>>,
|
|
) {
|
|
// sphere
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Sphere::new(1.0))),
|
|
MeshMaterial3d(materials.add(ExtendedMaterial {
|
|
base: StandardMaterial {
|
|
base_color: RED.into(),
|
|
// can be used in forward or deferred mode.
|
|
opaque_render_method: OpaqueRendererMethod::Auto,
|
|
// in deferred mode, only the PbrInput can be modified (uvs, color and other material properties),
|
|
// in forward mode, the output can also be modified after lighting is applied.
|
|
// see the fragment shader `extended_material.wgsl` for more info.
|
|
// Note: to run in deferred mode, you must also add a `DeferredPrepass` component to the camera and either
|
|
// change the above to `OpaqueRendererMethod::Deferred` or add the `DefaultOpaqueRendererMethod` resource.
|
|
..Default::default()
|
|
},
|
|
extension: MyExtension { quantize_steps: 3 },
|
|
})),
|
|
Transform::from_xyz(0.0, 0.5, 0.0),
|
|
));
|
|
|
|
// light
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
Rotate,
|
|
));
|
|
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Rotate;
|
|
|
|
fn rotate_things(mut q: Query<&mut Transform, With<Rotate>>, time: Res<Time>) {
|
|
for mut t in &mut q {
|
|
t.rotate_y(time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
|
|
struct MyExtension {
|
|
// We need to ensure that the bindings of the base material and the extension do not conflict,
|
|
// so we start from binding slot 100, leaving slots 0-99 for the base material.
|
|
#[uniform(100)]
|
|
quantize_steps: u32,
|
|
}
|
|
|
|
impl MaterialExtension for MyExtension {
|
|
fn fragment_shader() -> ShaderRef {
|
|
SHADER_ASSET_PATH.into()
|
|
}
|
|
|
|
fn deferred_fragment_shader() -> ShaderRef {
|
|
SHADER_ASSET_PATH.into()
|
|
}
|
|
}
|