mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +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.
80 lines
2.2 KiB
Rust
80 lines
2.2 KiB
Rust
//! This example tests that all texture dimensions are supported by
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//! `FallbackImage`.
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//!
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//! When running this example, you should expect to see a window that only draws
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//! the clear color. The test material does not shade any geometry; this example
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//! only tests that the images are initialized and bound so that the app does
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//! not panic.
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use bevy::{
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/fallback_image_test.wgsl";
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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MaterialPlugin::<FallbackTestMaterial>::default(),
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))
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.add_systems(Startup, setup)
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.run();
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}
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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<FallbackTestMaterial>>,
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) {
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(FallbackTestMaterial {
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image_1d: None,
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image_2d: None,
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image_2d_array: None,
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image_cube: None,
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image_cube_array: None,
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image_3d: None,
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})),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
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));
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}
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#[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
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struct FallbackTestMaterial {
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#[texture(0, dimension = "1d")]
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#[sampler(1)]
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image_1d: Option<Handle<Image>>,
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#[texture(2, dimension = "2d")]
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#[sampler(3)]
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image_2d: Option<Handle<Image>>,
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#[texture(4, dimension = "2d_array")]
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#[sampler(5)]
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image_2d_array: Option<Handle<Image>>,
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#[texture(6, dimension = "cube")]
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#[sampler(7)]
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image_cube: Option<Handle<Image>>,
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#[texture(8, dimension = "cube_array")]
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#[sampler(9)]
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image_cube_array: Option<Handle<Image>>,
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#[texture(10, dimension = "3d")]
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#[sampler(11)]
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image_3d: Option<Handle<Image>>,
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}
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impl Material for FallbackTestMaterial {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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