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bevy_camera/
camera.rs

1use crate::primitives::Frustum;
2
3use super::{
4    visibility::{Visibility, VisibleEntities},
5    ClearColorConfig, MsaaWriteback,
6};
7use bevy_asset::Handle;
8use bevy_derive::Deref;
9use bevy_ecs::{
10    component::Component, entity::Entity, reflect::ReflectComponent, template::FromTemplate,
11};
12use bevy_image::Image;
13use bevy_math::{ops, Dir3, FloatOrd, Mat4, Rect, URect, UVec2, Vec2, Vec3, Vec3A};
14use bevy_reflect::prelude::*;
15use bevy_shape::Ray3d;
16use bevy_transform::components::{GlobalTransform, Transform};
17use bevy_window::{NormalizedWindowRef, WindowRef};
18use core::ops::Range;
19use derive_more::derive::From;
20use thiserror::Error;
21use wgpu_types::{BlendState, TextureUsages};
22
23/// Render viewport configuration for the [`Camera`] component.
24///
25/// The viewport defines the area on the render target to which the camera renders its image.
26/// You can overlay multiple cameras in a single window using viewports to create effects like
27/// split screen, minimaps, and character viewers.
28///
29/// <div class="warning">
30///
31/// Note that the physical position is in actual screen coordinates and not virtual pixels for window targets.  
32/// You should use the scaling factor reported by the window, which on some OS's defaults to a value other than 1.
33/// Please see the example code (which assumes a single camera and window)
34///
35/// ```no_run
36/// # use bevy_camera::{Camera, Projection, Viewport};
37/// # use bevy_transform::prelude::Transform;
38/// # use bevy_ecs::prelude::*;
39/// # use bevy_math::UVec2;
40/// # use bevy_window::Window;
41/// # use bevy_utils::default;
42///
43/// fn update_viewport(
44///    mut camera_query: Query<(&mut Camera, &mut Transform, &mut Projection)>,
45///    windows: Query<&Window>
46/// ) {
47///     let Ok((mut camera, _, _)) = camera_query.single_mut() else { return; };
48///
49///     let window = windows.single().expect("Window not found");
50///     let scale = window.resolution.scale_factor();
51///
52///     camera.viewport = Some(Viewport {
53///         physical_position: (UVec2::new(10, 10).as_vec2() * scale).as_uvec2(),
54///         physical_size: (UVec2::new(100, 100).as_vec2() * scale).as_uvec2(),
55///         ..default()
56///     });
57/// }
58/// ```
59///
60/// </div>
61#[derive(Reflect, Debug, Clone)]
62#[reflect(Default, Clone)]
63pub struct Viewport {
64    /// The physical position to render this viewport to within the [`RenderTarget`] of this [`Camera`].
65    /// (0,0) corresponds to the top-left corner
66    pub physical_position: UVec2,
67    /// The physical size of the viewport rectangle to render to within the [`RenderTarget`] of this [`Camera`].
68    /// The origin of the rectangle is in the top-left corner.
69    pub physical_size: UVec2,
70    /// The minimum and maximum depth to render (on a scale from 0.0 to 1.0).
71    pub depth: Range<f32>,
72}
73
74impl Default for Viewport {
75    fn default() -> Self {
76        Self {
77            physical_position: Default::default(),
78            physical_size: UVec2::new(1, 1),
79            depth: 0.0..1.0,
80        }
81    }
82}
83
84impl Viewport {
85    /// Cut the viewport rectangle so that it lies inside a rectangle of the
86    /// given size.
87    ///
88    /// If either of the viewport's position coordinates lies outside the given
89    /// dimensions, it will be moved just inside first. If either of the given
90    /// dimensions is zero, the position and size of the viewport rectangle will
91    /// both be set to zero in that dimension.
92    pub fn clamp_to_size(&mut self, size: UVec2) {
93        // If the origin of the viewport rect is outside, then adjust so that
94        // it's just barely inside. Then, cut off the part that is outside.
95        if self.physical_size.x + self.physical_position.x > size.x {
96            if self.physical_position.x < size.x {
97                self.physical_size.x = size.x - self.physical_position.x;
98            } else if size.x > 0 {
99                self.physical_position.x = size.x - 1;
100                self.physical_size.x = 1;
101            } else {
102                self.physical_position.x = 0;
103                self.physical_size.x = 0;
104            }
105        }
106        if self.physical_size.y + self.physical_position.y > size.y {
107            if self.physical_position.y < size.y {
108                self.physical_size.y = size.y - self.physical_position.y;
109            } else if size.y > 0 {
110                self.physical_position.y = size.y - 1;
111                self.physical_size.y = 1;
112            } else {
113                self.physical_position.y = 0;
114                self.physical_size.y = 0;
115            }
116        }
117    }
118
119    pub fn from_viewport_and_override(
120        viewport: Option<&Self>,
121        main_pass_resolution_override: Option<&MainPassResolutionOverride>,
122    ) -> Option<Self> {
123        if let Some(override_size) = main_pass_resolution_override {
124            let mut vp = viewport.map_or_else(Self::default, Self::clone);
125            vp.physical_size = **override_size;
126            Some(vp)
127        } else {
128            viewport.cloned()
129        }
130    }
131}
132
133/// Override the resolution a 3d camera's main pass is rendered at.
134///
135/// Does not affect post processing.
136///
137/// ## Usage
138///
139/// * Insert this component on a 3d camera entity in the render world.
140/// * The resolution override must be smaller than the camera's viewport size.
141/// * The resolution override is specified in physical pixels.
142/// * In shaders, use `View::main_pass_viewport` instead of `View::viewport`.
143#[derive(Component, Reflect, Deref, Debug)]
144#[reflect(Component)]
145pub struct MainPassResolutionOverride(pub UVec2);
146
147/// Settings to define a camera sub view.
148///
149/// When [`Camera::sub_camera_view`] is `Some`, only the sub-section of the
150/// image defined by `size` and `offset` (relative to the `full_size` of the
151/// whole image) is projected to the cameras viewport.
152///
153/// Take the example of the following multi-monitor setup:
154/// ```css
155/// ┌───┬───┐
156/// │ A │ B │
157/// ├───┼───┤
158/// │ C │ D │
159/// └───┴───┘
160/// ```
161/// If each monitor is 1920x1080, the whole image will have a resolution of
162/// 3840x2160. For each monitor we can use a single camera with a viewport of
163/// the same size as the monitor it corresponds to. To ensure that the image is
164/// cohesive, we can use a different sub view on each camera:
165/// - Camera A: `full_size` = 3840x2160, `size` = 1920x1080, `offset` = 0,0
166/// - Camera B: `full_size` = 3840x2160, `size` = 1920x1080, `offset` = 1920,0
167/// - Camera C: `full_size` = 3840x2160, `size` = 1920x1080, `offset` = 0,1080
168/// - Camera D: `full_size` = 3840x2160, `size` = 1920x1080, `offset` =
169///   1920,1080
170///
171/// However since only the ratio between the values is important, they could all
172/// be divided by 120 and still produce the same image. Camera D would for
173/// example have the following values:
174/// `full_size` = 32x18, `size` = 16x9, `offset` = 16,9
175#[derive(Debug, Clone, Copy, Reflect, PartialEq)]
176#[reflect(Clone, PartialEq, Default)]
177pub struct SubCameraView {
178    /// Size of the entire camera view
179    pub full_size: UVec2,
180    /// Offset of the sub camera
181    pub offset: Vec2,
182    /// Size of the sub camera
183    pub size: UVec2,
184}
185
186impl Default for SubCameraView {
187    fn default() -> Self {
188        Self {
189            full_size: UVec2::new(1, 1),
190            offset: Vec2::new(0., 0.),
191            size: UVec2::new(1, 1),
192        }
193    }
194}
195
196/// Information about the current [`RenderTarget`].
197#[derive(Debug, Reflect, Clone)]
198pub struct RenderTargetInfo {
199    /// The physical size of this render target (in physical pixels, ignoring scale factor).
200    pub physical_size: UVec2,
201    /// The scale factor of this render target.
202    ///
203    /// When rendering to a window, typically it is a value greater or equal than 1.0,
204    /// representing the ratio between the size of the window in physical pixels and the logical size of the window.
205    pub scale_factor: f32,
206}
207
208impl Default for RenderTargetInfo {
209    fn default() -> Self {
210        Self {
211            physical_size: Default::default(),
212            scale_factor: 1.,
213        }
214    }
215}
216
217/// Holds internally computed [`Camera`] values.
218#[derive(Default, Debug, Reflect, Clone)]
219pub struct ComputedCameraValues {
220    pub clip_from_view: Mat4,
221    pub target_info: Option<RenderTargetInfo>,
222    // size of the `Viewport`
223    pub old_viewport_size: Option<UVec2>,
224    pub old_sub_camera_view: Option<SubCameraView>,
225}
226
227/// How much energy a [`Camera3d`](crate::Camera3d) absorbs from incoming light.
228///
229/// <https://en.wikipedia.org/wiki/Exposure_(photography)>
230#[derive(Component, Clone, Copy, Reflect)]
231#[reflect(opaque)]
232#[reflect(Component, Default, Clone)]
233pub struct Exposure {
234    /// <https://en.wikipedia.org/wiki/Exposure_value#Tabulated_exposure_values>
235    pub ev100: f32,
236}
237
238impl Exposure {
239    pub const SUNLIGHT: Self = Self {
240        ev100: Self::EV100_SUNLIGHT,
241    };
242    pub const OVERCAST: Self = Self {
243        ev100: Self::EV100_OVERCAST,
244    };
245    pub const INDOOR: Self = Self {
246        ev100: Self::EV100_INDOOR,
247    };
248    /// This value was calibrated to match Blender's implicit/default exposure as closely as possible.
249    /// It also happens to be a reasonable default.
250    ///
251    /// See <https://github.com/bevyengine/bevy/issues/11577> for details.
252    pub const BLENDER: Self = Self {
253        ev100: Self::EV100_BLENDER,
254    };
255
256    pub const EV100_SUNLIGHT: f32 = 15.0;
257    pub const EV100_OVERCAST: f32 = 12.0;
258    pub const EV100_INDOOR: f32 = 7.0;
259
260    /// This value was calibrated to match Blender's implicit/default exposure as closely as possible.
261    /// It also happens to be a reasonable default.
262    ///
263    /// See <https://github.com/bevyengine/bevy/issues/11577> for details.
264    pub const EV100_BLENDER: f32 = 9.7;
265
266    pub fn from_physical_camera(physical_camera_parameters: PhysicalCameraParameters) -> Self {
267        Self {
268            ev100: physical_camera_parameters.ev100(),
269        }
270    }
271
272    /// Converts EV100 values to exposure values.
273    /// <https://google.github.io/filament/Filament.md.html#imagingpipeline/physicallybasedcamera/exposure>
274    #[inline]
275    pub fn exposure(&self) -> f32 {
276        ops::exp2(-self.ev100) / 1.2
277    }
278}
279
280impl Default for Exposure {
281    fn default() -> Self {
282        Self::BLENDER
283    }
284}
285
286/// Parameters based on physical camera characteristics for calculating EV100
287/// values for use with [`Exposure`]. This is also used for depth of field.
288#[derive(Clone, Copy)]
289pub struct PhysicalCameraParameters {
290    /// <https://en.wikipedia.org/wiki/F-number>
291    pub aperture_f_stops: f32,
292    /// <https://en.wikipedia.org/wiki/Shutter_speed>
293    pub shutter_speed_s: f32,
294    /// <https://en.wikipedia.org/wiki/Film_speed>
295    pub sensitivity_iso: f32,
296    /// The height of the [image sensor format] in meters.
297    ///
298    /// Focal length is derived from the FOV and this value. The default is
299    /// 18.66mm, matching the [Super 35] format, which is popular in cinema.
300    ///
301    /// [image sensor format]: https://en.wikipedia.org/wiki/Image_sensor_format
302    ///
303    /// [Super 35]: https://en.wikipedia.org/wiki/Super_35
304    pub sensor_height: f32,
305}
306
307impl PhysicalCameraParameters {
308    /// Calculate the [EV100](https://en.wikipedia.org/wiki/Exposure_value).
309    pub fn ev100(&self) -> f32 {
310        ops::log2(
311            self.aperture_f_stops * self.aperture_f_stops * 100.0
312                / (self.shutter_speed_s * self.sensitivity_iso),
313        )
314    }
315}
316
317impl Default for PhysicalCameraParameters {
318    fn default() -> Self {
319        Self {
320            aperture_f_stops: 1.0,
321            shutter_speed_s: 1.0 / 125.0,
322            sensitivity_iso: 100.0,
323            sensor_height: 0.01866,
324        }
325    }
326}
327
328/// Error returned when a conversion between world-space and viewport-space coordinates fails.
329///
330/// See [`world_to_viewport`][Camera::world_to_viewport] and [`viewport_to_world`][Camera::viewport_to_world].
331#[derive(Debug, Eq, PartialEq, Copy, Clone, Error)]
332pub enum ViewportConversionError {
333    /// The pre-computed size of the viewport was not available.
334    ///
335    /// This may be because the `Camera` was just created and `camera_system` has not been executed
336    /// yet, or because the [`RenderTarget`] is misconfigured in one of the following ways:
337    ///   - it references the [`PrimaryWindow`](RenderTarget::Window) when there is none,
338    ///   - it references a [`Window`](RenderTarget::Window) entity that doesn't exist or doesn't actually have a `Window` component,
339    ///   - it references an [`Image`](RenderTarget::Image) that doesn't exist (invalid handle),
340    ///   - it references a [`TextureView`](RenderTarget::TextureView) that doesn't exist (invalid handle).
341    #[error("pre-computed size of viewport not available")]
342    NoViewportSize,
343    /// The computed coordinate was beyond the `Camera`'s near plane.
344    ///
345    /// Only applicable when converting from world-space to viewport-space.
346    #[error("computed coordinate beyond `Camera`'s near plane")]
347    PastNearPlane,
348    /// The computed coordinate was beyond the `Camera`'s far plane.
349    ///
350    /// Only applicable when converting from world-space to viewport-space.
351    #[error("computed coordinate beyond `Camera`'s far plane")]
352    PastFarPlane,
353    /// The Normalized Device Coordinates could not be computed because the `camera_transform`, the
354    /// `world_position`, or the projection matrix defined by [`Projection`](super::projection::Projection)
355    /// contained `NAN` (see [`world_to_ndc`][Camera::world_to_ndc] and [`ndc_to_world`][Camera::ndc_to_world]).
356    #[error("found NaN while computing NDC")]
357    InvalidData,
358}
359
360/// The defining [`Component`] for camera entities,
361/// storing information about how and what to render through this camera.
362///
363/// The [`Camera`] component is added to an entity to define the properties of the viewpoint from
364/// which rendering occurs. It defines the position of the view to render, the projection method
365/// to transform the 3D objects into a 2D image, as well as the render target into which that image
366/// is produced.
367///
368/// Note that a [`Camera`] needs a `CameraRenderGraph` to render anything.
369/// This is typically provided by adding a [`Camera2d`] or [`Camera3d`] component,
370/// but custom render graphs can also be defined. Inserting a [`Camera`] with no render
371/// graph will emit an error at runtime.
372///
373/// [`Camera2d`]: crate::Camera2d
374/// [`Camera3d`]: crate::Camera3d
375#[derive(Component, Debug, Reflect, Clone)]
376#[reflect(Component, Default, Debug, Clone)]
377#[require(
378    Frustum,
379    CameraMainTextureUsages,
380    VisibleEntities,
381    Transform,
382    Visibility,
383    RenderTarget
384)]
385pub struct Camera {
386    /// If set, this camera will render to the given [`Viewport`] rectangle within the configured [`RenderTarget`].
387    pub viewport: Option<Viewport>,
388    /// Cameras with a higher order are rendered later, and thus on top of lower order cameras.
389    pub order: isize,
390    /// If this is set to `true`, this camera will be rendered to its specified [`RenderTarget`]. If `false`, this
391    /// camera will not be rendered.
392    pub is_active: bool,
393    /// Computed values for this camera, such as the projection matrix and the render target size.
394    pub computed: ComputedCameraValues,
395    // todo: reflect this when #6042 lands
396    /// The [`CameraOutputMode`] for this camera.
397    pub output_mode: CameraOutputMode,
398    /// Controls when MSAA writeback occurs for this camera.
399    /// See [`MsaaWriteback`] for available options.
400    pub msaa_writeback: MsaaWriteback,
401    /// The clear color operation to perform on the render target.
402    pub clear_color: ClearColorConfig,
403    /// Whether to switch culling mode so that materials that request backface
404    /// culling cull front faces, and vice versa.
405    ///
406    /// This is typically used for cameras that mirror the world that they
407    /// render across a plane, because doing that flips the winding of each
408    /// polygon.
409    ///
410    /// This setting doesn't affect materials that disable backface culling.
411    pub invert_culling: bool,
412    /// If set, this camera will be a sub camera of a large view, defined by a [`SubCameraView`].
413    pub sub_camera_view: Option<SubCameraView>,
414}
415
416impl Default for Camera {
417    fn default() -> Self {
418        Self {
419            is_active: true,
420            order: 0,
421            viewport: None,
422            computed: Default::default(),
423            output_mode: Default::default(),
424            msaa_writeback: MsaaWriteback::default(),
425            clear_color: Default::default(),
426            invert_culling: false,
427            sub_camera_view: None,
428        }
429    }
430}
431
432impl Camera {
433    /// Converts a physical size in this `Camera` to a logical size.
434    #[inline]
435    pub fn to_logical(&self, physical_size: UVec2) -> Option<Vec2> {
436        let scale = self.computed.target_info.as_ref()?.scale_factor;
437        Some(physical_size.as_vec2() / scale)
438    }
439
440    /// The rendered physical bounds [`URect`] of the camera. If the `viewport` field is
441    /// set to [`Some`], this will be the rect of that custom viewport. Otherwise it will default to
442    /// the full physical rect of the current [`RenderTarget`].
443    #[inline]
444    pub fn physical_viewport_rect(&self) -> Option<URect> {
445        let min = self
446            .viewport
447            .as_ref()
448            .map(|v| v.physical_position)
449            .unwrap_or(UVec2::ZERO);
450        let max = min + self.physical_viewport_size()?;
451        Some(URect { min, max })
452    }
453
454    /// The rendered logical bounds [`Rect`] of the camera. If the `viewport` field is set to
455    /// [`Some`], this will be the rect of that custom viewport. Otherwise it will default to the
456    /// full logical rect of the current [`RenderTarget`].
457    #[inline]
458    pub fn logical_viewport_rect(&self) -> Option<Rect> {
459        let URect { min, max } = self.physical_viewport_rect()?;
460        Some(Rect {
461            min: self.to_logical(min)?,
462            max: self.to_logical(max)?,
463        })
464    }
465
466    /// The logical size of this camera's viewport. If the `viewport` field is set to [`Some`], this
467    /// will be the size of that custom viewport. Otherwise it will default to the full logical size
468    /// of the current [`RenderTarget`].
469    ///  For logic that requires the full logical size of the
470    /// [`RenderTarget`], prefer [`Camera::logical_target_size`].
471    ///
472    /// Returns `None` if either:
473    /// - the function is called just after the `Camera` is created, before `camera_system` is executed,
474    /// - the [`RenderTarget`] isn't correctly set:
475    ///   - it references the [`PrimaryWindow`](RenderTarget::Window) when there is none,
476    ///   - it references a [`Window`](RenderTarget::Window) entity that doesn't exist or doesn't actually have a `Window` component,
477    ///   - it references an [`Image`](RenderTarget::Image) that doesn't exist (invalid handle),
478    ///   - it references a [`TextureView`](RenderTarget::TextureView) that doesn't exist (invalid handle).
479    #[inline]
480    pub fn logical_viewport_size(&self) -> Option<Vec2> {
481        self.viewport
482            .as_ref()
483            .and_then(|v| self.to_logical(v.physical_size))
484            .or_else(|| self.logical_target_size())
485    }
486
487    /// The physical size of this camera's viewport (in physical pixels).
488    /// If the `viewport` field is set to [`Some`], this
489    /// will be the size of that custom viewport. Otherwise it will default to the full physical size of
490    /// the current [`RenderTarget`].
491    /// For logic that requires the full physical size of the [`RenderTarget`], prefer [`Camera::physical_target_size`].
492    #[inline]
493    pub fn physical_viewport_size(&self) -> Option<UVec2> {
494        self.viewport
495            .as_ref()
496            .map(|v| v.physical_size)
497            .or_else(|| self.physical_target_size())
498    }
499
500    /// The full logical size of this camera's [`RenderTarget`], ignoring custom `viewport` configuration.
501    /// Note that if the `viewport` field is [`Some`], this will not represent the size of the rendered area.
502    /// For logic that requires the size of the actually rendered area, prefer [`Camera::logical_viewport_size`].
503    #[inline]
504    pub fn logical_target_size(&self) -> Option<Vec2> {
505        self.computed
506            .target_info
507            .as_ref()
508            .and_then(|t| self.to_logical(t.physical_size))
509    }
510
511    /// The full physical size of this camera's [`RenderTarget`] (in physical pixels),
512    /// ignoring custom `viewport` configuration.
513    /// Note that if the `viewport` field is [`Some`], this will not represent the size of the rendered area.
514    /// For logic that requires the size of the actually rendered area, prefer [`Camera::physical_viewport_size`].
515    #[inline]
516    pub fn physical_target_size(&self) -> Option<UVec2> {
517        self.computed.target_info.as_ref().map(|t| t.physical_size)
518    }
519
520    #[inline]
521    pub fn target_scaling_factor(&self) -> Option<f32> {
522        self.computed
523            .target_info
524            .as_ref()
525            .map(|t: &RenderTargetInfo| t.scale_factor)
526    }
527
528    /// The projection matrix computed using this camera's [`Projection`](super::projection::Projection).
529    #[inline]
530    pub fn clip_from_view(&self) -> Mat4 {
531        self.computed.clip_from_view
532    }
533
534    /// Core conversion logic to compute viewport coordinates
535    ///
536    /// This function is shared by `world_to_viewport` and `world_to_viewport_with_depth`
537    /// to avoid code duplication.
538    ///
539    /// Returns a tuple `(viewport_position, depth)`.
540    fn world_to_viewport_core(
541        &self,
542        camera_transform: &GlobalTransform,
543        world_position: Vec3,
544    ) -> Result<(Vec2, f32), ViewportConversionError> {
545        let target_rect = self
546            .logical_viewport_rect()
547            .ok_or(ViewportConversionError::NoViewportSize)?;
548        let mut ndc_space_coords = self
549            .world_to_ndc(camera_transform, world_position)
550            .ok_or(ViewportConversionError::InvalidData)?;
551        // NDC z-values outside of 0 < z < 1 are outside the (implicit) camera frustum and are thus not in viewport-space
552        if ndc_space_coords.z < 0.0 {
553            return Err(ViewportConversionError::PastFarPlane);
554        }
555        if ndc_space_coords.z > 1.0 {
556            return Err(ViewportConversionError::PastNearPlane);
557        }
558
559        let depth = ndc_space_coords.z;
560
561        // Flip the Y co-ordinate origin from the bottom to the top.
562        ndc_space_coords.y = -ndc_space_coords.y;
563
564        // Once in NDC space, we can discard the z element and map x/y to the viewport rect
565        let viewport_position =
566            (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * target_rect.size() + target_rect.min;
567        Ok((viewport_position, depth))
568    }
569
570    /// Given a position in world space, use the camera to compute the viewport-space coordinates.
571    ///
572    /// To get the coordinates in Normalized Device Coordinates, you should use
573    /// [`world_to_ndc`](Self::world_to_ndc).
574    ///
575    /// # Panics
576    ///
577    /// Will panic if `glam_assert` is enabled and the `camera_transform` contains `NAN`
578    /// (see [`world_to_ndc`][Self::world_to_ndc]).
579    #[doc(alias = "world_to_screen")]
580    pub fn world_to_viewport(
581        &self,
582        camera_transform: &GlobalTransform,
583        world_position: Vec3,
584    ) -> Result<Vec2, ViewportConversionError> {
585        Ok(self
586            .world_to_viewport_core(camera_transform, world_position)?
587            .0)
588    }
589
590    /// Given a position in world space, use the camera to compute the viewport-space coordinates and depth.
591    ///
592    /// To get the coordinates in Normalized Device Coordinates, you should use
593    /// [`world_to_ndc`](Self::world_to_ndc).
594    ///
595    /// # Panics
596    ///
597    /// Will panic if `glam_assert` is enabled and the `camera_transform` contains `NAN`
598    /// (see [`world_to_ndc`][Self::world_to_ndc]).
599    #[doc(alias = "world_to_screen_with_depth")]
600    pub fn world_to_viewport_with_depth(
601        &self,
602        camera_transform: &GlobalTransform,
603        world_position: Vec3,
604    ) -> Result<Vec3, ViewportConversionError> {
605        let result = self.world_to_viewport_core(camera_transform, world_position)?;
606        // Stretching ndc depth to value via near plane and negating result to be in positive room again.
607        let depth = -self.depth_ndc_to_view_z(result.1);
608        Ok(result.0.extend(depth))
609    }
610
611    /// Returns a ray originating from the camera, that passes through everything beyond `viewport_position`.
612    ///
613    /// The resulting ray starts on the near plane of the camera.
614    ///
615    /// If the camera's projection is orthographic the direction of the ray is always equal to `camera_transform.forward()`.
616    ///
617    /// To get the world space coordinates with Normalized Device Coordinates, you should use
618    /// [`ndc_to_world`](Self::ndc_to_world).
619    ///
620    /// # Example
621    /// ```no_run
622    /// # use bevy_window::Window;
623    /// # use bevy_ecs::prelude::{Single, IntoScheduleConfigs};
624    /// # use bevy_transform::prelude::{GlobalTransform, TransformSystems};
625    /// # use bevy_camera::Camera;
626    /// # use bevy_app::{App, PostUpdate};
627    /// #
628    /// fn system(camera_query: Single<(&Camera, &GlobalTransform)>, window: Single<&Window>) {
629    ///     let (camera, camera_transform) = *camera_query;
630    ///
631    ///     if let Some(cursor_position) = window.cursor_position()
632    ///         // Calculate a ray pointing from the camera into the world based on the cursor's position.
633    ///         && let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position)
634    ///     {
635    ///         println!("{ray:?}");
636    ///     }
637    /// }
638    ///
639    /// # let mut app = App::new();
640    /// // Run the system after transform propagation so the camera's global transform is up-to-date.
641    /// app.add_systems(PostUpdate, system.after(TransformSystems::Propagate));
642    /// ```
643    ///
644    /// # Panics
645    ///
646    /// Will panic if the camera's projection matrix is invalid (has a determinant of 0) and
647    /// `glam_assert` is enabled (see [`ndc_to_world`](Self::ndc_to_world).
648    pub fn viewport_to_world(
649        &self,
650        camera_transform: &GlobalTransform,
651        viewport_position: Vec2,
652    ) -> Result<Ray3d, ViewportConversionError> {
653        let ndc_xy = self.viewport_to_ndc(viewport_position)?;
654
655        let ndc_point_near = ndc_xy.extend(1.0).into();
656        // Using EPSILON because an ndc with Z = 0 returns NaNs.
657        let ndc_point_far = ndc_xy.extend(f32::EPSILON).into();
658        let view_from_clip = self.computed.clip_from_view.inverse();
659        let world_from_view = camera_transform.affine();
660        // We multiply the point by `view_from_clip` and then `world_from_view` in sequence to avoid the precision loss
661        // (and performance penalty) incurred by pre-composing an affine transform with a projective transform.
662        // Additionally, we avoid adding and subtracting translation to the direction component to maintain precision.
663        let view_point_near = view_from_clip.project_point3a(ndc_point_near);
664        let view_point_far = view_from_clip.project_point3a(ndc_point_far);
665        let view_dir = view_point_far - view_point_near;
666        let origin = world_from_view.transform_point3a(view_point_near).into();
667        let direction = world_from_view.transform_vector3a(view_dir).into();
668
669        // The fallible direction constructor ensures that direction isn't NaN.
670        Dir3::new(direction)
671            .map_err(|_| ViewportConversionError::InvalidData)
672            .map(|direction| Ray3d { origin, direction })
673    }
674
675    /// Returns a 2D world position computed from a position on this [`Camera`]'s viewport.
676    ///
677    /// Useful for 2D cameras and other cameras with an orthographic projection pointing along the Z axis.
678    ///
679    /// To get the world space coordinates with Normalized Device Coordinates, you should use
680    /// [`ndc_to_world`](Self::ndc_to_world).
681    ///
682    /// # Example
683    /// ```no_run
684    /// # use bevy_window::Window;
685    /// # use bevy_ecs::prelude::*;
686    /// # use bevy_transform::prelude::{GlobalTransform, TransformSystems};
687    /// # use bevy_camera::Camera;
688    /// # use bevy_app::{App, PostUpdate};
689    /// #
690    /// fn system(camera_query: Single<(&Camera, &GlobalTransform)>, window: Single<&Window>) {
691    ///     let (camera, camera_transform) = *camera_query;
692    ///
693    ///     if let Some(cursor_position) = window.cursor_position()
694    ///         // Calculate a world position based on the cursor's position.
695    ///         && let Ok(world_pos) = camera.viewport_to_world_2d(camera_transform, cursor_position)
696    ///     {
697    ///         println!("World position: {world_pos:.2}");
698    ///     }
699    /// }
700    ///
701    /// # let mut app = App::new();
702    /// // Run the system after transform propagation so the camera's global transform is up-to-date.
703    /// app.add_systems(PostUpdate, system.after(TransformSystems::Propagate));
704    /// ```
705    ///
706    /// # Panics
707    ///
708    /// Will panic if the camera's projection matrix is invalid (has a determinant of 0) and
709    /// `glam_assert` is enabled (see [`ndc_to_world`](Self::ndc_to_world).
710    pub fn viewport_to_world_2d(
711        &self,
712        camera_transform: &GlobalTransform,
713        viewport_position: Vec2,
714    ) -> Result<Vec2, ViewportConversionError> {
715        let ndc = self.viewport_to_ndc(viewport_position)?;
716
717        let world_near_plane = self
718            .ndc_to_world(camera_transform, ndc.extend(1.))
719            .ok_or(ViewportConversionError::InvalidData)?;
720
721        Ok(world_near_plane.truncate())
722    }
723
724    /// Given a point in world space, use the camera's viewport to compute the Normalized Device Coordinates of the point.
725    ///
726    /// When the point is within the viewport the values returned will be between -1.0 (bottom left) and 1.0 (top right)
727    /// on the X and Y axes, and between 0.0 (far) and 1.0 (near) on the Z axis.
728    /// To get the coordinates in the render target's viewport dimensions, you should use
729    /// [`world_to_viewport`](Self::world_to_viewport).
730    ///
731    /// Returns `None` if the `camera_transform`, the `world_position`, or the projection matrix defined by
732    /// [`Projection`](super::projection::Projection) contain `NAN`.
733    ///
734    /// # Panics
735    ///
736    /// Will panic if the `camera_transform` contains `NAN` and the `glam_assert` feature is enabled.
737    pub fn world_to_ndc<V: Into<Vec3A> + From<Vec3A>>(
738        &self,
739        camera_transform: &GlobalTransform,
740        world_point: V,
741    ) -> Option<V> {
742        let view_from_world = camera_transform.affine().inverse();
743        let view_point = view_from_world.transform_point3a(world_point.into());
744        let ndc_point = self.computed.clip_from_view.project_point3a(view_point);
745
746        (!ndc_point.is_nan()).then_some(ndc_point.into())
747    }
748
749    /// Given a position in Normalized Device Coordinates,
750    /// use the camera's viewport to compute the world space position.
751    ///
752    /// The input is expected to be in NDC: `x` and `y` in the range `[-1.0, 1.0]`, and `z` in `[0.0, 1.0]`
753    /// (with `z = 0.0` at the far plane and `z = 1.0` at the near plane).
754    /// The returned value is a position in world space (your game's world units) and is not limited to `[-1.0, 1.0]`.
755    /// To convert from a viewport position to world space, you should use
756    /// [`viewport_to_world`](Self::viewport_to_world).
757    ///
758    /// Returns `None` if the `camera_transform`, the `ndc_point`, or the projection matrix defined by
759    /// [`Projection`](super::projection::Projection) contain `NAN`.
760    ///
761    /// # Panics
762    ///
763    /// Will panic if the projection matrix is invalid (has a determinant of 0) and `glam_assert` is enabled.
764    pub fn ndc_to_world<V: Into<Vec3A> + From<Vec3A>>(
765        &self,
766        camera_transform: &GlobalTransform,
767        ndc_point: V,
768    ) -> Option<V> {
769        // We multiply the point by `view_from_clip` and then `world_from_view` in sequence to avoid the precision loss
770        // (and performance penalty) incurred by pre-composing an affine transform with a projective transform.
771        let view_point = self
772            .computed
773            .clip_from_view
774            .inverse()
775            .project_point3a(ndc_point.into());
776        let world_point = camera_transform.affine().transform_point3a(view_point);
777
778        (!world_point.is_nan()).then_some(world_point.into())
779    }
780
781    /// Converts the depth in Normalized Device Coordinates
782    /// to linear view z for perspective projections.
783    ///
784    /// Note: Depth values in front of the camera will be negative as -z is forward
785    pub fn depth_ndc_to_view_z(&self, ndc_depth: f32) -> f32 {
786        let near = self.clip_from_view().w_axis.z; // [3][2]
787        -near / ndc_depth
788    }
789
790    /// Converts the depth in Normalized Device Coordinates
791    /// to linear view z for orthographic projections.
792    ///
793    /// Note: Depth values in front of the camera will be negative as -z is forward
794    pub fn depth_ndc_to_view_z_2d(&self, ndc_depth: f32) -> f32 {
795        -(self.clip_from_view().w_axis.z - ndc_depth) / self.clip_from_view().z_axis.z
796        //                       [3][2]                                         [2][2]
797    }
798
799    /// Converts a position in viewport coordinates to NDC.
800    pub fn viewport_to_ndc(
801        &self,
802        viewport_position: Vec2,
803    ) -> Result<Vec2, ViewportConversionError> {
804        let target_rect = self
805            .logical_viewport_rect()
806            .ok_or(ViewportConversionError::NoViewportSize)?;
807        let rect_relative = (viewport_position - target_rect.min) / target_rect.size();
808        let mut ndc = rect_relative * 2. - Vec2::ONE;
809        // Flip the Y co-ordinate from the top to the bottom to enter NDC.
810        ndc.y = -ndc.y;
811        Ok(ndc)
812    }
813}
814
815/// The entity that Bevy uses to resolve visibility ranges when no specific
816/// camera is applicable.
817///
818/// For efficiency, Bevy currently renders point and spot light shadow maps only
819/// once per frame, regardless of the number of cameras in use, rather than
820/// rendering the shadow maps anew for each camera each frame. Most of the time,
821/// this optimization doesn't change the result relative to a rendering that
822/// rendered such shadow maps separately for each camera. However, there's one
823/// exception: visibility ranges. Visibility ranges cause meshes to be visible
824/// or invisible depending on the distance from the mesh to the camera. When
825/// rendering a shadow map for a point or spot light, Bevy must therefore select
826/// an entity to use as the reference point for the purposes of visibility
827/// ranges. This entity is called the *LOD origin*.
828///
829/// Placing this component on an entity makes that entity the origin from which
830/// LOD distances are computed for the purposes of shadow mapping of point and
831/// spot lights. Typically, you place this component on a camera, but you may
832/// place it on another entity if you wish.
833///
834/// The exact algorithm that Bevy uses to determine the LOD origin is as
835/// follows. Once the LOD origin is determined, all further steps are skipped.
836///
837/// 1. If an entity has this [`ShadowLodOrigin`] component, then it's the LOD
838///    origin. If there's more than one entity with the [`ShadowLodOrigin`]
839///    component, one is chosen arbitrarily in a manner that's stable from frame to
840///    frame.
841///
842/// 2. If a camera renders to a window (that is, the camera's [`RenderTarget`]
843///    is [`RenderTarget::Window`]), then that camera is the shadow LOD origin. If
844///    there's more than one such camera that renders to a window, then one is
845///    chosen arbitrarily in a manner that's stable from frame to frame.
846///
847/// 3. A camera is chosen to be the LOD origin arbitrarily from all cameras in
848///    the scene in a manner that's stable from frame to frame.
849///
850/// This algorithm means that, in most cases, you don't need to add this
851/// [`ShadowLodOrigin`] component explicitly to the scene; usually, Bevy chooses
852/// the right origin automatically. You only need to use this component
853/// explicitly if you have multiple cameras rendering to the window: e.g. in a
854/// split-screen game.
855#[derive(Clone, Copy, Default, Component, Debug, Reflect)]
856#[reflect(Clone, Default, Component)]
857#[require(Transform)]
858pub struct ShadowLodOrigin;
859
860/// Control how this [`Camera`] outputs once rendering is completed.
861#[derive(Debug, Clone, Copy, Reflect)]
862pub enum CameraOutputMode {
863    /// Writes the camera output to configured render target.
864    Write {
865        /// The blend state that will be used by the pipeline that writes the intermediate render textures to the final render target texture.
866        /// If not set, the output will be written as-is, ignoring `clear_color` and the existing data in the final render target texture.
867        blend_state: Option<BlendState>,
868        /// The clear color operation to perform on the final render target texture.
869        clear_color: ClearColorConfig,
870    },
871    /// Skips writing the camera output to the configured render target. The output will remain in the
872    /// Render Target's "intermediate" textures, which a camera with a higher order should write to the render target
873    /// using [`CameraOutputMode::Write`]. The "skip" mode can easily prevent render results from being displayed, or cause
874    /// them to be lost. Only use this if you know what you are doing!
875    /// In camera setups with multiple active cameras rendering to the same [`RenderTarget`], the Skip mode can be used to remove
876    /// unnecessary / redundant writes to the final output texture, removing unnecessary render passes.
877    Skip,
878}
879
880impl Default for CameraOutputMode {
881    fn default() -> Self {
882        CameraOutputMode::Write {
883            blend_state: None,
884            clear_color: ClearColorConfig::Default,
885        }
886    }
887}
888
889/// The "target" that a [`Camera`] will render to. For example, this could be a `Window`
890/// swapchain or an [`Image`].
891#[derive(Component, FromTemplate, Debug, Clone, Reflect, From)]
892#[reflect(Clone, Component)]
893pub enum RenderTarget {
894    /// Window to which the camera's view is rendered.
895    #[default]
896    Window(WindowRef),
897    /// Image to which the camera's view is rendered.
898    Image(ImageRenderTarget),
899    /// Texture View to which the camera's view is rendered.
900    /// Useful when the texture view needs to be created outside of Bevy, for example OpenXR.
901    TextureView(ManualTextureViewHandle),
902    /// The camera won't render to any color target.
903    ///
904    /// This is useful when you want a camera that *only* renders prepasses, for
905    /// example a depth prepass. See the `render_depth_to_texture` example.
906    None {
907        /// The physical size of the viewport.
908        size: UVec2,
909    },
910}
911
912impl RenderTarget {
913    /// Get a handle to the render target's image,
914    /// or `None` if the render target is another variant.
915    pub fn as_image(&self) -> Option<&Handle<Image>> {
916        if let Self::Image(image_target) = self {
917            Some(&image_target.handle)
918        } else {
919            None
920        }
921    }
922
923    /// Normalize the render target down to a more concrete value, mostly used for equality comparisons.
924    pub fn normalize(&self, primary_window: Option<Entity>) -> Option<NormalizedRenderTarget> {
925        match self {
926            RenderTarget::Window(window_ref) => window_ref
927                .normalize(primary_window)
928                .map(NormalizedRenderTarget::Window),
929            RenderTarget::Image(handle) => Some(NormalizedRenderTarget::Image(handle.clone())),
930            RenderTarget::TextureView(id) => Some(NormalizedRenderTarget::TextureView(*id)),
931            RenderTarget::None { size } => Some(NormalizedRenderTarget::None {
932                width: size.x,
933                height: size.y,
934            }),
935        }
936    }
937}
938
939/// Normalized version of the render target.
940///
941/// Once we have this we shouldn't need to resolve it down anymore.
942#[derive(Debug, Clone, Reflect, PartialEq, Eq, Hash, PartialOrd, Ord, From)]
943#[reflect(Clone, PartialEq, Hash)]
944pub enum NormalizedRenderTarget {
945    /// Window to which the camera's view is rendered.
946    Window(NormalizedWindowRef),
947    /// Image to which the camera's view is rendered.
948    Image(ImageRenderTarget),
949    /// Texture View to which the camera's view is rendered.
950    /// Useful when the texture view needs to be created outside of Bevy, for example OpenXR.
951    TextureView(ManualTextureViewHandle),
952    /// The camera won't render to any color target.
953    ///
954    /// This is useful when you want a camera that *only* renders prepasses, for
955    /// example a depth prepass. See the `render_depth_to_texture` example.
956    None {
957        /// The physical width of the viewport.
958        width: u32,
959        /// The physical height of the viewport.
960        height: u32,
961    },
962}
963
964/// A unique id that corresponds to a specific `ManualTextureView` in the `ManualTextureViews` collection.
965///
966/// See `ManualTextureViews` in `bevy_camera` for more details.
967#[derive(
968    Default,
969    Debug,
970    Clone,
971    Copy,
972    PartialEq,
973    Eq,
974    Hash,
975    PartialOrd,
976    Ord,
977    Component,
978    Reflect,
979    FromTemplate,
980)]
981#[reflect(Component, Default, Debug, PartialEq, Hash, Clone)]
982pub struct ManualTextureViewHandle(pub u32);
983
984/// A render target that renders to an [`Image`].
985#[derive(FromTemplate, Debug, Clone, Reflect)]
986#[reflect(Clone, PartialEq, Hash)]
987pub struct ImageRenderTarget {
988    /// The image to render to.
989    pub handle: Handle<Image>,
990    /// The scale factor of the render target image, corresponding to the scale
991    /// factor for a window target. This should almost always be 1.0.
992    pub scale_factor: f32,
993}
994
995impl Eq for ImageRenderTarget {}
996
997impl PartialEq for ImageRenderTarget {
998    fn eq(&self, other: &Self) -> bool {
999        self.handle == other.handle && FloatOrd(self.scale_factor) == FloatOrd(other.scale_factor)
1000    }
1001}
1002
1003impl core::hash::Hash for ImageRenderTarget {
1004    fn hash<H: core::hash::Hasher>(&self, state: &mut H) {
1005        self.handle.hash(state);
1006        FloatOrd(self.scale_factor).hash(state);
1007    }
1008}
1009
1010impl PartialOrd for ImageRenderTarget {
1011    fn partial_cmp(&self, other: &Self) -> Option<core::cmp::Ordering> {
1012        Some(self.cmp(other))
1013    }
1014}
1015
1016impl Ord for ImageRenderTarget {
1017    fn cmp(&self, other: &Self) -> core::cmp::Ordering {
1018        self.handle
1019            .cmp(&other.handle)
1020            .then_with(|| FloatOrd(self.scale_factor).cmp(&FloatOrd(other.scale_factor)))
1021    }
1022}
1023
1024impl From<Handle<Image>> for RenderTarget {
1025    fn from(handle: Handle<Image>) -> Self {
1026        Self::Image(handle.into())
1027    }
1028}
1029
1030impl From<Handle<Image>> for ImageRenderTarget {
1031    fn from(handle: Handle<Image>) -> Self {
1032        Self {
1033            handle,
1034            scale_factor: 1.0,
1035        }
1036    }
1037}
1038
1039impl Default for RenderTarget {
1040    fn default() -> Self {
1041        Self::Window(Default::default())
1042    }
1043}
1044
1045/// This component lets you control the [`TextureUsages`] field of the main texture generated for the camera
1046#[derive(Component, Clone, Copy, Reflect)]
1047#[reflect(opaque)]
1048#[reflect(Component, Default, Clone)]
1049pub struct CameraMainTextureUsages(pub TextureUsages);
1050
1051impl Default for CameraMainTextureUsages {
1052    fn default() -> Self {
1053        Self(
1054            TextureUsages::RENDER_ATTACHMENT
1055                | TextureUsages::TEXTURE_BINDING
1056                | TextureUsages::COPY_SRC,
1057        )
1058    }
1059}
1060
1061impl CameraMainTextureUsages {
1062    pub fn with(mut self, usages: TextureUsages) -> Self {
1063        self.0 |= usages;
1064        self
1065    }
1066}
1067
1068#[cfg(test)]
1069mod test {
1070    use bevy_math::{Vec2, Vec3};
1071    use bevy_scene::bsn;
1072    use bevy_transform::components::GlobalTransform;
1073    use bevy_window::WindowRef;
1074
1075    use crate::{
1076        Camera, OrthographicProjection, PerspectiveProjection, Projection, RenderTarget,
1077        RenderTargetInfo, Viewport,
1078    };
1079
1080    fn make_camera(mut projection: Projection, physical_size: Vec2) -> Camera {
1081        let viewport = Viewport {
1082            physical_size: physical_size.as_uvec2(),
1083            ..Default::default()
1084        };
1085        let mut camera = Camera {
1086            viewport: Some(viewport.clone()),
1087            ..Default::default()
1088        };
1089        camera.computed.target_info = Some(RenderTargetInfo {
1090            physical_size: viewport.physical_size,
1091            scale_factor: 1.0,
1092        });
1093        projection.update(
1094            viewport.physical_size.x as f32,
1095            viewport.physical_size.y as f32,
1096        );
1097        camera.computed.clip_from_view = projection.get_clip_from_view();
1098        camera
1099    }
1100
1101    #[test]
1102    fn viewport_to_world_orthographic_3d_returns_forward() {
1103        let transform = GlobalTransform::default();
1104        let size = Vec2::new(1600.0, 900.0);
1105        let camera = make_camera(
1106            Projection::Orthographic(OrthographicProjection::default_3d()),
1107            size,
1108        );
1109        let ray = camera.viewport_to_world(&transform, Vec2::ZERO).unwrap();
1110        assert_eq!(ray.direction, transform.forward());
1111        assert!(ray
1112            .origin
1113            .abs_diff_eq(Vec3::new(-size.x * 0.5, size.y * 0.5, 0.0), 1e-4));
1114        let ray = camera.viewport_to_world(&transform, size).unwrap();
1115        assert_eq!(ray.direction, transform.forward());
1116        assert!(ray
1117            .origin
1118            .abs_diff_eq(Vec3::new(size.x * 0.5, -size.y * 0.5, 0.0), 1e-4));
1119    }
1120
1121    #[test]
1122    fn viewport_to_world_orthographic_2d_returns_forward() {
1123        let transform = GlobalTransform::default();
1124        let size = Vec2::new(1600.0, 900.0);
1125        let camera = make_camera(
1126            Projection::Orthographic(OrthographicProjection::default_2d()),
1127            size,
1128        );
1129        let ray = camera.viewport_to_world(&transform, Vec2::ZERO).unwrap();
1130        assert_eq!(ray.direction, transform.forward());
1131        assert!(ray
1132            .origin
1133            .abs_diff_eq(Vec3::new(-size.x * 0.5, size.y * 0.5, 1000.0), 1e-4));
1134        let ray = camera.viewport_to_world(&transform, size).unwrap();
1135        assert_eq!(ray.direction, transform.forward());
1136        assert!(ray
1137            .origin
1138            .abs_diff_eq(Vec3::new(size.x * 0.5, -size.y * 0.5, 1000.0), 1e-4));
1139    }
1140
1141    #[test]
1142    fn viewport_to_world_perspective_center_returns_forward() {
1143        let transform = GlobalTransform::default();
1144        let size = Vec2::new(1600.0, 900.0);
1145        let camera = make_camera(
1146            Projection::Perspective(PerspectiveProjection::default()),
1147            size,
1148        );
1149        let ray = camera.viewport_to_world(&transform, size * 0.5).unwrap();
1150        assert_eq!(ray.direction, transform.forward());
1151        assert_eq!(ray.origin, transform.forward() * 0.1);
1152    }
1153
1154    #[test]
1155    fn render_target_in_bsn() {
1156        let _ = bsn! {
1157            RenderTarget::Window(WindowRef::default())
1158        };
1159    }
1160}