bevy/examples/README.md
Carter Anderson f487407e07 Camera Driven Rendering (#4745)
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. 

Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)

Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". 

Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());

// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Window(window_id),
        ..default()
    },
    ..default()
});
```

Rendering to a texture is as simple as pointing the camera at a texture:

```rust
commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Texture(image_handle),
        ..default()
    },
    ..default()
});
```

Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).

```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());

commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Texture(image_handle.clone()),
        priority: -1,
        ..default()
    },
    ..default()
});

commands.spawn_bundle(SpriteBundle {
    texture: image_handle,
    ..default()
})
```

Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:

```rust
commands.spawn_bundle(Camera3dBundle::default());

commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        // this will render 2d entities "on top" of the default 3d camera's render
        priority: 1,
        ..default()
    },
    ..default()
});
```

There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.

Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.

```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())

// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```

```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())

// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```

```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())

// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
    projection: OrthographicProjection {
        scale: 3.0,
        scaling_mode: ScalingMode::FixedVertical,
        ..default()
    }.into(),
    ..default()
})
```

Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.

If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:

```rust
commands.spawn_bundle(Camera3dBundle {
    camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
    ..default()
})
```

Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.

Speaking of using components to configure graphs / passes, there are a number of new configuration options:

```rust
commands.spawn_bundle(Camera3dBundle {
    camera_3d: Camera3d {
        // overrides the default global clear color 
        clear_color: ClearColorConfig::Custom(Color::RED),
        ..default()
    },
    ..default()
})

commands.spawn_bundle(Camera3dBundle {
    camera_3d: Camera3d {
        // disables clearing
        clear_color: ClearColorConfig::None,
        ..default()
    },
    ..default()
})
```

Expect to see more of the "graph configuration Components on Cameras" pattern in the future.

By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:

```rust
commands
    .spawn_bundle(Camera3dBundle::default())
    .insert(CameraUi {
        is_enabled: false,
        ..default()
    })
```

## Other Changes

* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. 
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
    1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
    2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.

## Follow Up Work

* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00

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Examples

These examples demonstrate the main features of Bevy and how to use them. To run an example, use the command cargo run --example <Example>, and add the option --features x11 or --features wayland to force the example to run on a specific window compositor, e.g.

cargo run --features wayland --example hello_world

⚠️ Note: for users of releases on crates.io!

There are often large differences and incompatible API changes between the latest crates.io release and the development version of Bevy in the git main branch!

If you are using a released version of bevy, you need to make sure you are viewing the correct version of the examples!

When you clone the repo locally to run the examples, use git checkout to get the correct version:

# `latest` always points to the newest release
git checkout latest
# or use a specific version
git checkout v0.4.0

Table of Contents

The Bare Minimum

Hello, World!

Example File Description
hello_world hello_world.rs Runs a minimal example that outputs "hello world"

Cross-Platform Examples

2D Rendering

Example File Description
move_sprite 2d/move_sprite.rs Changes the transform of a sprite.
mesh2d 2d/mesh2d.rs Renders a 2d mesh
mesh2d_manual 2d/mesh2d_manual.rs Renders a custom mesh "manually" with "mid-level" renderer apis.
mesh2d_vertex_color_texture 2d/mesh2d_vertex_color_texture.rs Renders a 2d mesh with vertex color attributes.
shapes 2d/shapes.rs Renders a rectangle, circle, and hexagon
sprite 2d/sprite.rs Renders a sprite
sprite_sheet 2d/sprite_sheet.rs Renders an animated sprite
text2d 2d/text2d.rs Generates text in 2d
sprite_flipping 2d/sprite_flipping.rs Renders a sprite flipped along an axis
texture_atlas 2d/texture_atlas.rs Generates a texture atlas (sprite sheet) from individual sprites
rotation 2d/rotation.rs Demonstrates rotating entities in 2D with quaternions

3D Rendering

Example File Description
3d_scene 3d/3d_scene.rs Simple 3D scene with basic shapes and lighting
lighting 3d/lighting.rs Illustrates various lighting options in a simple scene
load_gltf 3d/load_gltf.rs Loads and renders a gltf file as a scene
msaa 3d/msaa.rs Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
orthographic 3d/orthographic.rs Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
parenting 3d/parenting.rs Demonstrates parent->child relationships and relative transformations
pbr 3d/pbr.rs Demonstrates use of Physically Based Rendering (PBR) properties
render_to_texture 3d/render_to_texture.rs Shows how to render to a texture, useful for mirrors, UI, or exporting images
shadow_caster_receiver 3d/shadow_caster_receiver.rs Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
shadow_biases 3d/shadow_biases.rs Demonstrates how shadow biases affect shadows in a 3d scene
spherical_area_lights 3d/spherical_area_lights.rs Demonstrates how point light radius values affect light behavior.
texture 3d/texture.rs Shows configuration of texture materials
two_passes 3d/two_passes.rs Renders two 3d passes to the same window from different perspectives.
update_gltf_scene 3d/update_gltf_scene.rs Update a scene from a gltf file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene
vertex_colors 3d/vertex_colors.rs Shows the use of vertex colors
wireframe 3d/wireframe.rs Showcases wireframe rendering
3d_shapes 3d/shapes.rs A scene showcasing the built-in 3D shapes

Animation

Example File Description
animated_fox animation/animated_fox.rs Plays an animation from a skinned glTF.
animated_transform animation/animated_transform.rs Create and play an animation defined by code that operates on the Transform component.
custom_skinned_mesh animation/custom_skinned_mesh.rs Skinned mesh example with mesh and joints data defined in code.
gltf_skinned_mesh animation/gltf_skinned_mesh.rs Skinned mesh example with mesh and joints data loaded from a glTF file.

Application

Example File Description
custom_loop app/custom_loop.rs Demonstrates how to create a custom runner (to update an app manually).
drag_and_drop app/drag_and_drop.rs An example that shows how to handle drag and drop in an app.
empty app/empty.rs An empty application (does nothing)
empty_defaults app/empty_defaults.rs An empty application with default plugins
headless app/headless.rs An application that runs without default plugins
headless_defaults app/headless_defaults.rs An application that runs with default plugins, but without an actual renderer
logs app/logs.rs Illustrate how to use generate log output
plugin app/plugin.rs Demonstrates the creation and registration of a custom plugin
plugin_group app/plugin_group.rs Demonstrates the creation and registration of a custom plugin group
return_after_run app/return_after_run.rs Show how to return to main after the Bevy app has exited
thread_pool_resources app/thread_pool_resources.rs Creates and customizes the internal thread pool
without_winit app/without_winit.rs Create an application without winit (runs single time, no event loop)

Assets

Example File Description
asset_loading asset/asset_loading.rs Demonstrates various methods to load assets
custom_asset asset/custom_asset.rs Implements a custom asset loader
custom_asset_io asset/custom_asset_io.rs Implements a custom asset io loader
hot_asset_reloading asset/hot_asset_reloading.rs Demonstrates automatic reloading of assets when modified on disk

Async Tasks

Example File Description
async_compute async_tasks/async_compute.rs How to use AsyncComputeTaskPool to complete longer running tasks
external_source_external_thread async_tasks/external_source_external_thread.rs How to use an external thread to run an infinite task and communicate with a channel

Audio

Example File Description
audio audio/audio.rs Shows how to load and play an audio file
audio_control audio/audio_control.rs Shows how to load and play an audio file, and control how it's played

Diagnostics

Example File Description
custom_diagnostic diagnostics/custom_diagnostic.rs Shows how to create a custom diagnostic
log_diagnostics diagnostics/log_diagnostics.rs Add a plugin that logs diagnostics, like frames per second (FPS), to the console

ECS (Entity Component System)

Example File Description
ecs_guide ecs/ecs_guide.rs Full guide to Bevy's ECS
component_change_detection ecs/component_change_detection.rs Change detection on components
custom_query_param ecs/custom_query_param.rs Groups commonly used compound queries and query filters into a single type
event ecs/event.rs Illustrates event creation, activation, and reception
fixed_timestep ecs/fixed_timestep.rs Shows how to create systems that run every fixed timestep, rather than every tick
generic_system ecs/generic_system.rs Shows how to create systems that can be reused with different types
hierarchy ecs/hierarchy.rs Creates a hierarchy of parents and children entities
iter_combinations ecs/iter_combinations.rs Shows how to iterate over combinations of query results.
parallel_query ecs/parallel_query.rs Illustrates parallel queries with ParallelIterator
removal_detection ecs/removal_detection.rs Query for entities that had a specific component removed in a previous stage during the current frame.
startup_system ecs/startup_system.rs Demonstrates a startup system (one that runs once when the app starts up)
state ecs/state.rs Illustrates how to use States to control transitioning from a Menu state to an InGame state
system_chaining ecs/system_chaining.rs Chain two systems together, specifying a return type in a system (such as Result)
system_closure ecs/system_closure.rs Show how to use closures as systems, and how to configure Local variables by capturing external state
system_param ecs/system_param.rs Illustrates creating custom system parameters with SystemParam
system_sets ecs/system_sets.rs Shows SystemSet use along with run criterion
timers ecs/timers.rs Illustrates ticking Timer resources inside systems and handling their state

Games

Example File Description
alien_cake_addict games/alien_cake_addict.rs Eat the cakes. Eat them all. An example 3D game
breakout games/breakout.rs An implementation of the classic game "Breakout"
contributors games/contributors.rs Displays each contributor as a bouncy bevy-ball!
game_menu games/game_menu.rs A simple game menu

Input

Example File Description
char_input_events input/char_input_events.rs Prints out all chars as they are inputted.
gamepad_input input/gamepad_input.rs Shows handling of gamepad input, connections, and disconnections
gamepad_input_events input/gamepad_input_events.rs Iterates and prints gamepad input and connection events
keyboard_input input/keyboard_input.rs Demonstrates handling a key press/release
keyboard_input_events input/keyboard_input_events.rs Prints out all keyboard events
keyboard_modifiers input/keyboard_modifiers.rs Demonstrates using key modifiers (ctrl, shift)
mouse_input input/mouse_input.rs Demonstrates handling a mouse button press/release
mouse_input_events input/mouse_input_events.rs Prints out all mouse events (buttons, movement, etc.)
mouse_grab input/mouse_grab.rs Demonstrates how to grab the mouse, locking the cursor to the app's screen
touch_input input/touch_input.rs Displays touch presses, releases, and cancels
touch_input_events input/touch_input_events.rs Prints out all touch inputs

Reflection

Example File Description
reflection reflection/reflection.rs Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types
generic_reflection reflection/generic_reflection.rs Registers concrete instances of generic types that may be used with reflection
reflection_types reflection/reflection_types.rs Illustrates the various reflection types available
trait_reflection reflection/trait_reflection.rs Allows reflection with trait objects

Scene

Example File Description
scene scene/scene.rs Demonstrates loading from and saving scenes to files

Shaders

These examples demonstrate how to implement different shaders in user code.

A shader in its most common usage is a small program that is run by the GPU per-vertex in a mesh (a vertex shader) or per-affected-screen-fragment (a fragment shader.) The GPU executes these programs in a highly parallel way.

There are also compute shaders which are used for more general processing leveraging the GPUs parallelism.

Example File Description
animate_shader shader/animate_shader.rs A shader that uses dynamic data like the time since startup.
compute_shader_game_of_life shader/compute_shader_game_of_life.rs A compute shader that simulates Conway's Game of Life.
custom_vertex_attribute shader/custom_vertex_attribute.rs A shader that reads a mesh's custom vertex attribute.
shader_defs shader/shader_defs.rs A shader that uses "shaders defs" (a bevy tool to selectively toggle parts of a shader).
shader_instancing shader/shader_instancing.rs A shader that renders a mesh multiple times in one draw call.
shader_material shader/shader_material.rs A shader and a material that uses it.
shader_material_glsl shader/shader_material_glsl.rs A shader that uses the GLSL shading language.
shader_material_screenspace_texture shader/shader_material_screenspace_texture.rs A shader that samples a texture with view-independent UV coordinates.

Stress Tests

These examples are used to test the performance and stability of various parts of the engine in an isolated way.

Due to the focus on performance it's recommended to run the stress tests in release mode:

cargo run --release --example <example name>
Example File Description
bevymark stress_tests/bevymark.rs A heavy sprite rendering workload to benchmark your system with Bevy
many_cubes stress_tests/many_cubes.rs Simple benchmark to test per-entity draw overhead. Run with the sphere argument to test frustum culling.
many_foxes stress_tests/many_foxes.rs Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000.
many_lights stress_tests/many_lights.rs Simple benchmark to test rendering many point lights. Run with WGPU_SETTINGS_PRIO=webgl2 to restrict to uniform buffers and max 256 lights.
many_sprites stress_tests/many_sprites.rs Displays many sprites in a grid arragement! Used for performance testing.
transform_hierarchy.rs stress_tests/transform_hierarchy.rs Various test cases for hierarchy and transform propagation performance

Tests

Example File Description
how_to_test_systems ../tests/how_to_test_systems.rs How to test systems with commands, queries or resources

Tools

Example File Description
scene_viewer tools/scene_viewer.rs A simple way to view glTF models with Bevy. Just run cargo run --release --example scene_viewer /path/to/model.gltf#Scene0, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory.

Transforms

Example File Description
3d_rotation transforms/3d_rotation.rs Illustrates how to (constantly) rotate an object around an axis
global_vs_local_translation transforms/global_vs_local_translation.rs Illustrates the difference between direction of a translation in respect to local object or global object Transform.
scale transforms/scale.rs Illustrates how to scale an object in each direction
transform transforms/transfrom.rs Shows multiple transformations of objects
translation transforms/translation.rs Illustrates how to move an object along an axis

UI (User Interface)

Example File Description
button ui/button.rs Illustrates creating and updating a button
font_atlas_debug ui/font_atlas_debug.rs Illustrates how FontAtlases are populated (used to optimize text rendering internally)
text ui/text.rs Illustrates creating and updating text
text_debug ui/text_debug.rs An example for debugging text layout
ui ui/ui.rs Illustrates various features of Bevy UI

Window

Example File Description
clear_color window/clear_color.rs Creates a solid color window
low_power window/low_power.rs Demonstrates settings to reduce power use for bevy applications
multiple_windows window/multiple_windows.rs Demonstrates creating multiple windows, and rendering to them
scale_factor_override window/scale_factor_override.rs Illustrates how to customize the default window settings
transparent_window window/transparent_window.rs Illustrates making the window transparent and hiding the window decoration
window_settings window/window_settings.rs Demonstrates customizing default window settings

Platform-Specific Examples

Android

Setup

rustup target add aarch64-linux-android armv7-linux-androideabi
cargo install cargo-apk

The Android SDK must be installed, and the environment variable ANDROID_SDK_ROOT set to the root Android sdk folder.

When using NDK (Side by side), the environment variable ANDROID_NDK_ROOT must also be set to one of the NDKs in sdk\ndk\[NDK number].

Build & Run

To run on a device setup for Android development, run:

cargo apk run --example android

⚠️ At this time Bevy does not work in Android Emulator.

When using Bevy as a library, the following fields must be added to Cargo.toml:

[package.metadata.android]
build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
target_sdk_version = 29
min_sdk_version = 16

Please reference cargo-apk README for other Android Manifest fields.

Old phones

Bevy by default targets Android API level 29 in its examples which is the Play Store's minimum API to upload or update apps. Users of older phones may want to use an older API when testing.

To use a different API, the following fields must be updated in Cargo.toml:

[package.metadata.android]
target_sdk_version = >>API<<
min_sdk_version = >>API or less<<
Example File Description
android android/android.rs The 3d/3d_scene.rs example for Android

iOS

Setup

You need to install the correct rust targets:

  • aarch64-apple-ios: iOS devices
  • x86_64-apple-ios: iOS simulator on x86 processors
  • aarch64-apple-ios-sim: iOS simulator on Apple processors
rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim

Build & Run

Using bash:

cd examples/ios
make run

In an ideal world, this will boot up, install and run the app for the first iOS simulator in your xcrun simctl devices list. If this fails, you can specify the simulator device UUID via:

DEVICE_ID=${YOUR_DEVICE_ID} make run

If you'd like to see xcode do stuff, you can run

open bevy_ios_example.xcodeproj/

which will open xcode. You then must push the zoom zoom play button and wait for the magic.

Example File Description
ios ios/src/lib.rs The 3d/3d_scene.rs example for iOS

WASM

Setup

rustup target add wasm32-unknown-unknown
cargo install wasm-bindgen-cli

Build & Run

Following is an example for lighting. For other examples, change the lighting in the following command.

cargo run -p build-wasm-example -- lighting

This is the same as running

cargo build --release --example lighting --target wasm32-unknown-unknown
wasm-bindgen --out-name wasm_example --out-dir examples/wasm/target --target web target/wasm32-unknown-unknown/release/examples/lighting.wasm

The first command will build the example for the wasm target, creating a binary. Then, wasm-bindgen-cli is used to create javascript bindings to this wasm file, which can be loaded using this example HTML file.

Then serve examples/wasm directory to browser. i.e.

# cargo install basic-http-server
basic-http-server examples/wasm

# with python
python3 -m http.server --directory examples/wasm

# with ruby
ruby -run -ehttpd examples/wasm

Loading Assets

To load assets, they need to be available in the folder examples/wasm/assets. Cloning this repository will set it up as a symlink on Linux and macOS, but you will need to manually move the assets on Windows.