mirror of
https://github.com/bevyengine/bevy
synced 2024-11-15 09:27:41 +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.
168 lines
5 KiB
Rust
168 lines
5 KiB
Rust
//! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
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use bevy::{
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prelude::*,
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render::{
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camera::{RenderTarget, ScalingMode},
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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view::RenderLayers,
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},
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window::WindowResized,
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};
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/// In-game resolution width.
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const RES_WIDTH: u32 = 160;
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/// In-game resolution height.
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const RES_HEIGHT: u32 = 90;
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/// Default render layers for pixel-perfect rendering.
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/// You can skip adding this component, as this is the default.
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const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
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/// Render layers for high-resolution rendering.
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const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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.add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
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.add_systems(Update, (rotate, fit_canvas))
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.run();
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}
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/// Low-resolution texture that contains the pixel-perfect world.
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/// Canvas itself is rendered to the high-resolution world.
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#[derive(Component)]
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struct Canvas;
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/// Camera that renders the pixel-perfect world to the [`Canvas`].
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#[derive(Component)]
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struct InGameCamera;
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/// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
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#[derive(Component)]
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struct OuterCamera;
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#[derive(Component)]
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struct Rotate;
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fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
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// the sample sprite that will be rendered to the pixel-perfect canvas
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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("pixel/bevy_pixel_dark.png"),
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transform: Transform::from_xyz(-40., 20., 2.),
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..default()
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},
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Rotate,
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PIXEL_PERFECT_LAYERS,
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));
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// the sample sprite that will be rendered to the high-res "outer world"
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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("pixel/bevy_pixel_light.png"),
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transform: Transform::from_xyz(-40., -20., 2.),
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..default()
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},
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Rotate,
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HIGH_RES_LAYERS,
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));
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}
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/// Spawns a capsule mesh on the pixel-perfect layer.
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fn setup_mesh(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn((
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Mesh2d(meshes.add(Capsule2d::default())),
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MeshMaterial2d(materials.add(Color::BLACK)),
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Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
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Rotate,
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PIXEL_PERFECT_LAYERS,
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));
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}
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fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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let canvas_size = Extent3d {
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width: RES_WIDTH,
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height: RES_HEIGHT,
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..default()
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};
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// this Image serves as a canvas representing the low-resolution game screen
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let mut canvas = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size: canvas_size,
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dimension: TextureDimension::D2,
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format: TextureFormat::Bgra8UnormSrgb,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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},
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..default()
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};
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// fill image.data with zeroes
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canvas.resize(canvas_size);
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let image_handle = images.add(canvas);
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// this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
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commands.spawn((
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Camera2d,
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Camera {
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// render before the "main pass" camera
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order: -1,
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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Msaa::Off,
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InGameCamera,
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PIXEL_PERFECT_LAYERS,
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));
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// spawn the canvas
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commands.spawn((
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SpriteBundle {
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texture: image_handle,
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..default()
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},
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Canvas,
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HIGH_RES_LAYERS,
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));
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// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
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// here, the canvas and one of the sample sprites will be rendered by this camera
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commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
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}
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/// Rotates entities to demonstrate grid snapping.
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fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
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for mut transform in &mut transforms {
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let dt = time.delta_seconds();
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transform.rotate_z(dt);
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}
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}
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/// Scales camera projection to fit the window (integer multiples only).
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fn fit_canvas(
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mut resize_events: EventReader<WindowResized>,
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mut projections: Query<&mut OrthographicProjection, With<OuterCamera>>,
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) {
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for event in resize_events.read() {
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let h_scale = event.width / RES_WIDTH as f32;
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let v_scale = event.height / RES_HEIGHT as f32;
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let mut projection = projections.single_mut();
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projection.scaling_mode = ScalingMode::WindowSize(h_scale.min(v_scale).round());
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}
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}
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