mirror of
https://github.com/bevyengine/bevy
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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.
91 lines
2.9 KiB
Rust
91 lines
2.9 KiB
Rust
//! A shader that uses the GLSL shading language.
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use bevy::{
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pbr::{MaterialPipeline, MaterialPipelineKey},
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prelude::*,
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reflect::TypePath,
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render::{
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mesh::MeshVertexBufferLayoutRef,
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render_resource::{
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AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
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},
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},
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};
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/// This example uses shader source files from the assets subdirectory
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const VERTEX_SHADER_ASSET_PATH: &str = "shaders/custom_material.vert";
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const FRAGMENT_SHADER_ASSET_PATH: &str = "shaders/custom_material.frag";
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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.add_systems(Startup, setup)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(CustomMaterial {
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color: LinearRgba::BLUE,
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color_texture: Some(asset_server.load("branding/icon.png")),
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alpha_mode: AlphaMode::Blend,
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})),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Clone)]
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struct CustomMaterial {
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#[uniform(0)]
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color: LinearRgba,
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#[texture(1)]
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#[sampler(2)]
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color_texture: Option<Handle<Image>>,
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alpha_mode: AlphaMode,
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}
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/// The Material trait is very configurable, but comes with sensible defaults for all methods.
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/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
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/// When using the GLSL shading language for your shader, the specialize method must be overridden.
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impl Material for CustomMaterial {
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fn vertex_shader() -> ShaderRef {
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VERTEX_SHADER_ASSET_PATH.into()
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}
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fn fragment_shader() -> ShaderRef {
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FRAGMENT_SHADER_ASSET_PATH.into()
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}
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fn alpha_mode(&self) -> AlphaMode {
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self.alpha_mode
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}
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// Bevy assumes by default that vertex shaders use the "vertex" entry point
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// and fragment shaders use the "fragment" entry point (for WGSL shaders).
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// GLSL uses "main" as the entry point, so we must override the defaults here
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fn specialize(
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_pipeline: &MaterialPipeline<Self>,
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descriptor: &mut RenderPipelineDescriptor,
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_layout: &MeshVertexBufferLayoutRef,
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_key: MaterialPipelineKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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descriptor.vertex.entry_point = "main".into();
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descriptor.fragment.as_mut().unwrap().entry_point = "main".into();
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Ok(())
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}
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}
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