bevy_camera/
components.rs

1use crate::{primitives::Frustum, Camera, CameraProjection, OrthographicProjection, Projection};
2use bevy_ecs::prelude::*;
3use bevy_reflect::{std_traits::ReflectDefault, Reflect, ReflectDeserialize, ReflectSerialize};
4use bevy_transform::prelude::{GlobalTransform, Transform};
5use serde::{Deserialize, Serialize};
6use wgpu_types::{LoadOp, TextureUsages};
7
8/// A 2D camera component. Enables the 2D render graph for a [`Camera`].
9#[derive(Component, Default, Reflect, Clone)]
10#[reflect(Component, Default, Clone)]
11#[require(
12    Camera,
13    Projection::Orthographic(OrthographicProjection::default_2d()),
14    Frustum = OrthographicProjection::default_2d().compute_frustum(&GlobalTransform::from(Transform::default())),
15)]
16pub struct Camera2d;
17
18/// A 3D camera component. Enables the main 3D render graph for a [`Camera`].
19///
20/// The camera coordinate space is right-handed X-right, Y-up, Z-back.
21/// This means "forward" is -Z.
22#[derive(Component, Reflect, Clone)]
23#[reflect(Component, Default, Clone)]
24#[require(Camera, Projection)]
25pub struct Camera3d {
26    /// The depth clear operation to perform for the main 3d pass.
27    pub depth_load_op: Camera3dDepthLoadOp,
28    /// The texture usages for the depth texture created for the main 3d pass.
29    pub depth_texture_usages: Camera3dDepthTextureUsage,
30    /// How many individual steps should be performed in the `Transmissive3d` pass.
31    ///
32    /// Roughly corresponds to how many “layers of transparency” are rendered for screen space
33    /// specular transmissive objects. Each step requires making one additional
34    /// texture copy, so it's recommended to keep this number to a reasonably low value. Defaults to `1`.
35    ///
36    /// ### Notes
37    ///
38    /// - No copies will be performed if there are no transmissive materials currently being rendered,
39    ///   regardless of this setting.
40    /// - Setting this to `0` disables the screen-space refraction effect entirely, and falls
41    ///   back to refracting only the environment map light's texture.
42    /// - If set to more than `0`, any opaque [`clear_color`](Camera::clear_color) will obscure the environment
43    ///   map light's texture, preventing it from being visible “through” transmissive materials. If you'd like
44    ///   to still have the environment map show up in your refractions, you can set the clear color's alpha to `0.0`.
45    ///   Keep in mind that depending on the platform and your window settings, this may cause the window to become
46    ///   transparent.
47    pub screen_space_specular_transmission_steps: usize,
48    /// The quality of the screen space specular transmission blur effect, applied to whatever's “behind” transmissive
49    /// objects when their `roughness` is greater than `0.0`.
50    ///
51    /// Higher qualities are more GPU-intensive.
52    ///
53    /// **Note:** You can get better-looking results at any quality level by enabling TAA. See: `TemporalAntiAliasPlugin`
54    pub screen_space_specular_transmission_quality: ScreenSpaceTransmissionQuality,
55}
56
57impl Default for Camera3d {
58    fn default() -> Self {
59        Self {
60            depth_load_op: Default::default(),
61            depth_texture_usages: TextureUsages::RENDER_ATTACHMENT.into(),
62            screen_space_specular_transmission_steps: 1,
63            screen_space_specular_transmission_quality: Default::default(),
64        }
65    }
66}
67
68#[derive(Clone, Copy, Reflect, Serialize, Deserialize)]
69#[reflect(Serialize, Deserialize, Clone)]
70pub struct Camera3dDepthTextureUsage(pub u32);
71
72impl From<TextureUsages> for Camera3dDepthTextureUsage {
73    fn from(value: TextureUsages) -> Self {
74        Self(value.bits())
75    }
76}
77
78impl From<Camera3dDepthTextureUsage> for TextureUsages {
79    fn from(value: Camera3dDepthTextureUsage) -> Self {
80        Self::from_bits_truncate(value.0)
81    }
82}
83
84/// The depth clear operation to perform for the main 3d pass.
85#[derive(Reflect, Serialize, Deserialize, Clone, Debug)]
86#[reflect(Serialize, Deserialize, Clone, Default)]
87pub enum Camera3dDepthLoadOp {
88    /// Clear with a specified value.
89    /// Note that 0.0 is the far plane due to bevy's use of reverse-z projections.
90    Clear(f32),
91    /// Load from memory.
92    Load,
93}
94
95impl Default for Camera3dDepthLoadOp {
96    fn default() -> Self {
97        Camera3dDepthLoadOp::Clear(0.0)
98    }
99}
100
101impl From<Camera3dDepthLoadOp> for LoadOp<f32> {
102    fn from(config: Camera3dDepthLoadOp) -> Self {
103        match config {
104            Camera3dDepthLoadOp::Clear(x) => LoadOp::Clear(x),
105            Camera3dDepthLoadOp::Load => LoadOp::Load,
106        }
107    }
108}
109
110/// The quality of the screen space transmission blur effect, applied to whatever's “behind” transmissive
111/// objects when their `roughness` is greater than `0.0`.
112///
113/// Higher qualities are more GPU-intensive.
114///
115/// **Note:** You can get better-looking results at any quality level by enabling TAA. See: `TemporalAntiAliasPlugin`
116#[derive(Resource, Default, Clone, Copy, Reflect, PartialEq, PartialOrd, Debug)]
117#[reflect(Resource, Default, Clone, Debug, PartialEq)]
118pub enum ScreenSpaceTransmissionQuality {
119    /// Best performance at the cost of quality. Suitable for lower end GPUs. (e.g. Mobile)
120    ///
121    /// `num_taps` = 4
122    Low,
123
124    /// A balanced option between quality and performance.
125    ///
126    /// `num_taps` = 8
127    #[default]
128    Medium,
129
130    /// Better quality. Suitable for high end GPUs. (e.g. Desktop)
131    ///
132    /// `num_taps` = 16
133    High,
134
135    /// The highest quality, suitable for non-realtime rendering. (e.g. Pre-rendered cinematics and photo mode)
136    ///
137    /// `num_taps` = 32
138    Ultra,
139}