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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="API documentation for the Rust `camera` mod in crate `bevy_render`."><title>bevy_render::camera - Rust</title><script>if(window.location.protocol!=="file:")document.head.insertAdjacentHTML("beforeend","SourceSerif4-Regular-6b053e98.ttf.woff2,FiraSans-Regular-0fe48ade.woff2,FiraSans-Medium-e1aa3f0a.woff2,SourceCodePro-Regular-8badfe75.ttf.woff2,SourceCodePro-Semibold-aa29a496.ttf.woff2".split(",").map(f=>`<link rel="preload" as="font" type="font/woff2" crossorigin href="../../static.files/${f}">`).join(""))</script><link rel="stylesheet" href="../../static.files/normalize-9960930a.css"><link rel="stylesheet" href="../../static.files/rustdoc-42caa33d.css"><meta name="rustdoc-vars" data-root-path="../../" data-static-root-path="../../static.files/" data-current-crate="bevy_render" data-themes="" data-resource-suffix="" data-rustdoc-version="1.84.0 (9fc6b4312 2025-01-07)" data-channel="1.84.0" data-search-js="search-92e6798f.js" data-settings-js="settings-0f613d39.js" ><script src="../../static.files/storage-59e33391.js"></script><script defer src="../sidebar-items.js"></script><script defer src="../../static.files/main-5f194d8c.js"></script><noscript><link rel="stylesheet" href="../../static.files/noscript-893ab5e7.css"></noscript><link rel="icon" href="https://bevyengine.org/assets/icon.png"></head><body class="rustdoc mod"><!--[if lte IE 11]><div class="warning">This old browser is unsupported and will most likely display funky things.</div><![endif]--><nav class="mobile-topbar"><button class="sidebar-menu-toggle" title="show sidebar"></button><a class="logo-container" href="../../bevy_render/index.html"><img src="https://bevyengine.org/assets/icon.png" alt=""></a></nav><nav class="sidebar"><div class="sidebar-crate"><a class="logo-container" href="../../bevy_render/index.html"><img src="https://bevyengine.org/assets/icon.png" alt="logo"></a><h2><a href="../../bevy_render/index.html">bevy_<wbr>render</a><span class="version">0.15.1</span></h2></div><div class="sidebar-elems"><section id="rustdoc-toc"><h2 class="location"><a href="#">Module camera</a></h2><h3><a href="#structs">Module Items</a></h3><ul class="block"><li><a href="#structs" title="Structs">Structs</a></li><li><a href="#enums" title="Enums">Enums</a></li><li><a href="#traits" title="Traits">Traits</a></li><li><a href="#functions" title="Functions">Functions</a></li></ul></section><div id="rustdoc-modnav"><h2 class="in-crate"><a href="../index.html">In crate bevy_<wbr>render</a></h2></div></div></nav><div class="sidebar-resizer"></div><main><div class="width-limiter"><rustdoc-search></rustdoc-search><section id="main-content" class="content"><div class="main-heading"><span class="rustdoc-breadcrumbs"><a href="../index.html">bevy_render</a></span><h1>Module <span>camera</span><button id="copy-path" title="Copy item path to clipboard">Copy item path</button></h1><rustdoc-toolbar></rustdoc-toolbar><span class="sub-heading"><a class="src" href="../../src/bevy_render/camera/mod.rs.html#1-54">Source</a> </span></div><h2 id="structs" class="section-header">Structs<a href="#structs" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="struct" href="struct.Camera.html" title="struct bevy_render::camera::Camera">Camera</a></div><div class="desc docblock-short">The defining <a href="../../bevy_ecs/component/trait.Component.html" title="trait bevy_ecs::component::Component"><code>Component</code></a> for camera entities,
storing information about how and what to render through this camera.</div></li><li><div class="item-name"><a class="struct" href="struct.CameraDriverNode.html" title="struct bevy_render::camera::CameraDriverNode">Camera<wbr>Driver<wbr>Node</a></div></li><li><div class="item-name"><a class="struct" href="struct.CameraMainTextureUsages.html" title="struct bevy_render::camera::CameraMainTextureUsages">Camera<wbr>Main<wbr>Texture<wbr>Usages</a></div><div class="desc docblock-short">This component lets you control the <a href="../render_resource/struct.TextureUsages.html" title="struct bevy_render::render_resource::TextureUsages"><code>TextureUsages</code></a> field of the main texture generated for the camera</div></li><li><div class="item-name"><a class="struct" href="struct.CameraPlugin.html" title="struct bevy_render::camera::CameraPlugin">Camera<wbr>Plugin</a></div></li><li><div class="item-name"><a class="struct" href="struct.CameraProjectionPlugin.html" title="struct bevy_render::camera::CameraProjectionPlugin">Camera<wbr>Projection<wbr>Plugin</a></div><div class="desc docblock-short">Adds <a href="struct.Camera.html" title="struct bevy_render::camera::Camera"><code>Camera</code></a> driver systems for a given projection type.</div></li><li><div class="item-name"><a class="struct" href="struct.CameraRenderGraph.html" title="struct bevy_render::camera::CameraRenderGraph">Camera<wbr>Render<wbr>Graph</a></div><div class="desc docblock-short">Configures the <a href="../render_graph/struct.RenderGraph.html" title="struct bevy_render::render_graph::RenderGraph"><code>RenderGraph</code></a> name assigned to be run for a given <a href="struct.Camera.html" title="struct bevy_render::camera::Camera"><code>Camera</code></a> entity.</div></li><li><div class="item-name"><a class="struct" href="struct.CameraUpdateSystem.html" title="struct bevy_render::camera::CameraUpdateSystem">Camera<wbr>Update<wbr>System</a></div><div class="desc docblock-short">Label for <a href="fn.camera_system.html" title="fn bevy_render::camera::camera_system"><code>camera_system&lt;T&gt;</code></a>, shared across all <code>T</code>.</div></li><li><div class="item-name"><a class="struct" href="struct.ClearColor.html" title="struct bevy_render::camera::ClearColor">Clear<wbr>Color</a></div><div class="desc docblock-short">A <a href="../../bevy_ecs/system/system_param/trait.Resource.html" title="trait bevy_ecs::system::system_param::Resource"><code>Resource</code></a> that stores the color that is used to clear the screen between frames.</div></li><li><div class="item-name"><a class="struct" href="struct.ComputedCameraValues.html" title="struct bevy_render::camera::ComputedCameraValues">Computed<wbr>Camera<wbr>Values</a></div><div class="desc docblock-short">Holds internally computed <a href="struct.Camera.html" title="struct bevy_render::camera::Camera"><code>Camera</code></a> values.</div></li><li><div class="item-name"><a class="struct" href="struct.Exposure.html" title="struct bevy_render::camera::Exposure">Exposure</a></div><div class="desc docblock-short">How much energy a <code>Camera3d</code> absorbs from incoming light.</div></li><li><div class="item-name"><a class="struct" href="struct.ExtractedCamera.html" title="struct bevy_render::camera::ExtractedCamera">Extracted<wbr>Camera</a></div></li><li><div class="item-name"><a class="struct" href="struct.ManualTextureView.html" title="struct bevy_render::camera::ManualTextureView">Manual<wbr>Texture<wbr>View</a></div><div class="desc docblock-short">A manually managed <a href="../render_resource/struct.TextureView.html" title="struct bevy_render::render_resource::TextureView"><code>TextureView</code></a> for use as a <a href="enum.RenderTarget.html" title="enum bevy_render::camera::RenderTarget"><code>crate::camera::RenderTarget</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.ManualTextureViewHandle.html" title="struct bevy_render::camera::ManualTextureViewHandle">Manual<wbr>Texture<wbr>View<wbr>Handle</a></div><div class="desc docblock-short">A unique id that corresponds to a specific <a href="struct.ManualTextureView.html" title="struct bevy_render::camera::ManualTextureView"><code>ManualTextureView</code></a> in the <a href="struct.ManualTextureViews.html" title="struct bevy_render::camera::ManualTextureViews"><code>ManualTextureViews</code></a> collection.</div></li><li><div class="item-name"><a class="struct" href="struct.ManualTextureViews.html" title="struct bevy_render::camera::ManualTextureViews">Manual<wbr>Texture<wbr>Views</a></div><div class="desc docblock-short">Stores manually managed <a href="struct.ManualTextureView.html" title="struct bevy_render::camera::ManualTextureView"><code>ManualTextureView</code></a>s for use as a <a href="enum.RenderTarget.html" title="enum bevy_render::camera::RenderTarget"><code>crate::camera::RenderTarget</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.MipBias.html" title="struct bevy_render::camera::MipBias">MipBias</a></div><div class="desc docblock-short">Camera component specifying a mip bias to apply when sampling from material textures.</div></li><li><div class="item-name"><a class="struct" href="struct.OrthographicProjection.html" title="struct bevy_render::camera::OrthographicProjection">Orthographic<wbr>Projection</a></div><div class="desc docblock-short">Project a 3D space onto a 2D surface using parallel lines, i.e., unlike <a href="struct.PerspectiveProjection.html" title="struct bevy_render::camera::PerspectiveProjection"><code>PerspectiveProjection</code></a>,
the size of objects remains the same regardless of their distance to the camera.</div></li><li><div class="item-name"><a class="struct" href="struct.PerspectiveProjection.html" title="struct bevy_render::camera::PerspectiveProjection">Perspective<wbr>Projection</a></div><div class="desc docblock-short">A 3D camera projection in which distant objects appear smaller than close objects.</div></li><li><div class="item-name"><a class="struct" href="struct.PhysicalCameraParameters.html" title="struct bevy_render::camera::PhysicalCameraParameters">Physical<wbr>Camera<wbr>Parameters</a></div><div class="desc docblock-short">Parameters based on physical camera characteristics for calculating EV100
values for use with <a href="struct.Exposure.html" title="struct bevy_render::camera::Exposure"><code>Exposure</code></a>. This is also used for depth of field.</div></li><li><div class="item-name"><a class="struct" href="struct.RenderTargetInfo.html" title="struct bevy_render::camera::RenderTargetInfo">Render<wbr>Target<wbr>Info</a></div><div class="desc docblock-short">Information about the current <a href="enum.RenderTarget.html" title="enum bevy_render::camera::RenderTarget"><code>RenderTarget</code></a>.</div></li><li><div class="item-name"><a class="struct" href="struct.SortedCamera.html" title="struct bevy_render::camera::SortedCamera">Sorted<wbr>Camera</a></div></li><li><div class="item-name"><a class="struct" href="struct.SortedCameras.html" title="struct bevy_render::camera::SortedCameras">Sorted<wbr>Cameras</a></div><div class="desc docblock-short">Cameras sorted by their order field. This is updated in the <a href="fn.sort_cameras.html" title="fn bevy_render::camera::sort_cameras"><code>sort_cameras</code></a> system.</div></li><li><div class="item-name"><a class="struct" href="struct.SubCameraView.html" title="struct bevy_render::camera::SubCameraView">SubCamera<wbr>View</a></div><div class="desc docblock-short">Settings to define a camera sub view.</div></li><li><div class="item-name"><a class="struct" href="struct.TemporalJitter.html" title="struct bevy_render::camera::TemporalJitter">Temporal<wbr>Jitter</a></div><div class="desc docblock-short">A subpixel offset to jitter a perspective cameras frustum by.</div></li><li><div class="item-name"><a class="struct" href="struct.Viewport.html" title="struct bevy_render::camera::Viewport">Viewport</a></div><div class="desc docblock-short">Render viewport configuration for the <a href="struct.Camera.html" title="struct bevy_render::camera::Camera"><code>Camera</code></a> component.</div></li></ul><h2 id="enums" class="section-header">Enums<a href="#enums" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="enum" href="enum.CameraOutputMode.html" title="enum bevy_render::camera::CameraOutputMode">Camera<wbr>Output<wbr>Mode</a></div><div class="desc docblock-short">Control how this camera outputs once rendering is completed.</div></li><li><div class="item-name"><a class="enum" href="enum.ClearColorConfig.html" title="enum bevy_render::camera::ClearColorConfig">Clear<wbr>Color<wbr>Config</a></div><div class="desc docblock-short">For a camera, specifies the color used to clear the viewport before rendering.</div></li><li><div class="item-name"><a class="enum" href="enum.NormalizedRenderTarget.html" title="enum bevy_render::camera::NormalizedRenderTarget">Normalized<wbr>Render<wbr>Target</a></div><div class="desc docblock-short">Normalized version of the render target.</div></li><li><div class="item-name"><a class="enum" href="enum.Projection.html" title="enum bevy_render::camera::Projection">Projection</a></div><div class="desc docblock-short">A configurable <a href="trait.CameraProjection.html" title="trait bevy_render::camera::CameraProjection"><code>CameraProjection</code></a> that can select its projection type at runtime.</div></li><li><div class="item-name"><a class="enum" href="enum.RenderTarget.html" title="enum bevy_render::camera::RenderTarget">Render<wbr>Target</a></div><div class="desc docblock-short">The “target” that a <a href="struct.Camera.html" title="struct bevy_render::camera::Camera"><code>Camera</code></a> will render to. For example, this could be a <a href="../../bevy_window/window/struct.Window.html" title="struct bevy_window::window::Window"><code>Window</code></a>
swapchain or an <a href="../../bevy_image/image/struct.Image.html" title="struct bevy_image::image::Image"><code>Image</code></a>.</div></li><li><div class="item-name"><a class="enum" href="enum.ScalingMode.html" title="enum bevy_render::camera::ScalingMode">Scaling<wbr>Mode</a></div><div class="desc docblock-short">Scaling mode for <a href="struct.OrthographicProjection.html" title="struct bevy_render::camera::OrthographicProjection"><code>OrthographicProjection</code></a>.</div></li><li><div class="item-name"><a class="enum" href="enum.ViewportConversionError.html" title="enum bevy_render::camera::ViewportConversionError">Viewport<wbr>Conversion<wbr>Error</a></div><div class="desc docblock-short">Error returned when a conversion between world-space and viewport-space coordinates fails.</div></li></ul><h2 id="traits" class="section-header">Traits<a href="#traits" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="trait" href="trait.CameraProjection.html" title="trait bevy_render::camera::CameraProjection">Camera<wbr>Projection</a></div><div class="desc docblock-short">Trait to control the projection matrix of a camera.</div></li></ul><h2 id="functions" class="section-header">Functions<a href="#functions" class="anchor">§</a></h2><ul class="item-table"><li><div class="item-name"><a class="fn" href="fn.camera_system.html" title="fn bevy_render::camera::camera_system">camera_<wbr>system</a></div><div class="desc docblock-short">System in charge of updating a <a href="struct.Camera.html" title="struct bevy_render::camera::Camera"><code>Camera</code></a> when its window or projection changes.</div></li><li><div class="item-name"><a class="fn" href="fn.extract_cameras.html" title="fn bevy_render::camera::extract_cameras">extract_<wbr>cameras</a></div></li><li><div class="item-name"><a class="fn" href="fn.sort_cameras.html" title="fn bevy_render::camera::sort_cameras">sort_<wbr>cameras</a></div></li></ul></section></div></main></body></html>