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https://github.com/bevyengine/bevy
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Add capability to render to a texture (#3412)
# Objective Will fix #3377 and #3254 ## Solution Use an enum to represent either a `WindowId` or `Handle<Image>` in place of `Camera::window`. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This commit is contained in:
parent
ba6b74ba20
commit
81d57e129b
12 changed files with 499 additions and 119 deletions
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@ -212,6 +212,10 @@ path = "examples/3d/spherical_area_lights.rs"
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name = "texture"
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path = "examples/3d/texture.rs"
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[[example]]
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name = "render_to_texture"
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path = "examples/3d/render_to_texture.rs"
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[[example]]
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name = "update_gltf_scene"
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path = "examples/3d/update_gltf_scene.rs"
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@ -19,4 +19,5 @@ bevy_asset = { path = "../bevy_asset", version = "0.6.0" }
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bevy_core = { path = "../bevy_core", version = "0.6.0" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.6.0" }
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bevy_render = { path = "../bevy_render", version = "0.6.0" }
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bevy_utils = { path = "../bevy_utils", version = "0.6.0" }
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@ -1,9 +1,11 @@
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use std::collections::HashSet;
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use crate::ClearColor;
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use crate::{ClearColor, RenderTargetClearColors};
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use bevy_ecs::prelude::*;
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use bevy_render::{
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camera::ExtractedCamera,
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camera::{ExtractedCamera, RenderTarget},
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prelude::Image,
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render_asset::RenderAssets,
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render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo},
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render_resource::{
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LoadOp, Operations, RenderPassColorAttachment, RenderPassDepthStencilAttachment,
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@ -47,21 +49,26 @@ impl Node for ClearPassNode {
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render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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let mut cleared_windows = HashSet::new();
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let mut cleared_targets = HashSet::new();
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let clear_color = world.get_resource::<ClearColor>().unwrap();
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let render_target_clear_colors = world.get_resource::<RenderTargetClearColors>().unwrap();
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// This gets all ViewTargets and ViewDepthTextures and clears its attachments
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// TODO: This has the potential to clear the same target multiple times, if there
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// are multiple views drawing to the same target. This should be fixed when we make
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// clearing happen on "render targets" instead of "views" (see the TODO below for more context).
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for (target, depth, camera) in self.query.iter_manual(world) {
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let mut color = &clear_color.0;
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if let Some(camera) = camera {
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cleared_windows.insert(camera.window_id);
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cleared_targets.insert(&camera.target);
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if let Some(target_color) = render_target_clear_colors.get(&camera.target) {
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color = target_color;
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}
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}
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let pass_descriptor = RenderPassDescriptor {
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label: Some("clear_pass"),
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color_attachments: &[target.get_color_attachment(Operations {
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load: LoadOp::Clear(clear_color.0.into()),
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load: LoadOp::Clear((*color).into()),
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store: true,
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})],
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depth_stencil_attachment: depth.map(|depth| RenderPassDepthStencilAttachment {
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@ -83,18 +90,28 @@ impl Node for ClearPassNode {
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// which will cause panics. The real fix here is to clear "render targets" directly
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// instead of "views". This should be removed once full RenderTargets are implemented.
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let windows = world.get_resource::<ExtractedWindows>().unwrap();
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for window in windows.values() {
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let images = world.get_resource::<RenderAssets<Image>>().unwrap();
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for target in render_target_clear_colors.colors.keys().cloned().chain(
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windows
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.values()
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.map(|window| RenderTarget::Window(window.id)),
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) {
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// skip windows that have already been cleared
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if cleared_windows.contains(&window.id) {
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if cleared_targets.contains(&target) {
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continue;
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}
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let pass_descriptor = RenderPassDescriptor {
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label: Some("clear_pass"),
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color_attachments: &[RenderPassColorAttachment {
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view: window.swap_chain_texture.as_ref().unwrap(),
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view: target.get_texture_view(windows, images).unwrap(),
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resolve_target: None,
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ops: Operations {
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load: LoadOp::Clear(clear_color.0.into()),
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load: LoadOp::Clear(
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(*render_target_clear_colors
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.get(&target)
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.unwrap_or(&clear_color.0))
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.into(),
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),
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store: true,
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},
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}],
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@ -9,6 +9,8 @@ pub mod prelude {
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pub use crate::ClearColor;
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}
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use bevy_utils::HashMap;
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pub use clear_pass::*;
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pub use clear_pass_driver::*;
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pub use main_pass_2d::*;
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@ -21,7 +23,7 @@ use bevy_app::{App, Plugin};
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use bevy_core::FloatOrd;
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use bevy_ecs::prelude::*;
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use bevy_render::{
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camera::{ActiveCameras, CameraPlugin},
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camera::{ActiveCameras, CameraPlugin, RenderTarget},
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color::Color,
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render_graph::{EmptyNode, RenderGraph, SlotInfo, SlotType},
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render_phase::{
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@ -48,6 +50,20 @@ impl Default for ClearColor {
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}
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}
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#[derive(Clone, Debug, Default)]
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pub struct RenderTargetClearColors {
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colors: HashMap<RenderTarget, Color>,
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}
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impl RenderTargetClearColors {
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pub fn get(&self, target: &RenderTarget) -> Option<&Color> {
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self.colors.get(target)
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}
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pub fn insert(&mut self, target: RenderTarget, color: Color) {
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self.colors.insert(target, color);
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}
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}
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// Plugins that contribute to the RenderGraph should use the following label conventions:
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// 1. Graph modules should have a NAME, input module, and node module (where relevant)
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// 2. The "top level" graph is the plugin module root. Just add things like `pub mod node` directly under the plugin module
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@ -96,7 +112,8 @@ pub enum CorePipelineRenderSystems {
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impl Plugin for CorePipelinePlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<ClearColor>();
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app.init_resource::<ClearColor>()
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.init_resource::<RenderTargetClearColors>();
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let render_app = match app.get_sub_app_mut(RenderApp) {
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Ok(render_app) => render_app,
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@ -330,12 +347,22 @@ impl CachedPipelinePhaseItem for Transparent3d {
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}
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}
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pub fn extract_clear_color(clear_color: Res<ClearColor>, mut render_world: ResMut<RenderWorld>) {
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pub fn extract_clear_color(
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clear_color: Res<ClearColor>,
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clear_colors: Res<RenderTargetClearColors>,
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mut render_world: ResMut<RenderWorld>,
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) {
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// If the clear color has changed
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if clear_color.is_changed() {
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// Update the clear color resource in the render world
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render_world.insert_resource(clear_color.clone());
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}
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// If the clear color has changed
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if clear_colors.is_changed() {
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// Update the clear color resource in the render world
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render_world.insert_resource(clear_colors.clone());
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}
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}
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pub fn extract_core_pipeline_camera_phases(
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@ -1,11 +1,13 @@
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use std::collections::HashSet;
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use bevy_asset::Assets;
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use bevy_ecs::prelude::*;
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use bevy_math::{Mat4, UVec2, UVec3, Vec2, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles};
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use bevy_reflect::Reflect;
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use bevy_render::{
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camera::{Camera, CameraProjection, OrthographicProjection},
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color::Color,
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prelude::Image,
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primitives::{Aabb, CubemapFrusta, Frustum, Sphere},
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view::{ComputedVisibility, RenderLayers, Visibility, VisibleEntities},
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};
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@ -354,27 +356,26 @@ const Z_SLICES: u32 = 24;
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pub fn add_clusters(
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mut commands: Commands,
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windows: Res<Windows>,
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images: Res<Assets<Image>>,
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cameras: Query<(Entity, &Camera), Without<Clusters>>,
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) {
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for (entity, camera) in cameras.iter() {
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let window = match windows.get(camera.window) {
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Some(window) => window,
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None => continue,
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};
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let clusters = Clusters::from_screen_size_and_z_slices(
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UVec2::new(window.physical_width(), window.physical_height()),
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Z_SLICES,
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);
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if let Some(size) = camera.target.get_physical_size(&windows, &images) {
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let clusters = Clusters::from_screen_size_and_z_slices(size, Z_SLICES);
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commands.entity(entity).insert(clusters);
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}
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}
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}
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pub fn update_clusters(windows: Res<Windows>, mut views: Query<(&Camera, &mut Clusters)>) {
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pub fn update_clusters(
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windows: Res<Windows>,
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images: Res<Assets<Image>>,
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mut views: Query<(&Camera, &mut Clusters)>,
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) {
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for (camera, mut clusters) in views.iter_mut() {
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let is_orthographic = camera.projection_matrix.w_axis.w == 1.0;
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let inverse_projection = camera.projection_matrix.inverse();
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let window = windows.get(camera.window).unwrap();
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let screen_size_u32 = UVec2::new(window.physical_width(), window.physical_height());
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if let Some(screen_size_u32) = camera.target.get_physical_size(&windows, &images) {
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// Don't update clusters if screen size is 0.
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if screen_size_u32.x == 0 || screen_size_u32.y == 0 {
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continue;
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@ -411,6 +412,7 @@ pub fn update_clusters(windows: Res<Windows>, mut views: Query<(&Camera, &mut Cl
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}
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clusters.aabbs = aabbs;
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}
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}
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}
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#[derive(Clone, Component, Debug, Default)]
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@ -1,4 +1,8 @@
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use crate::camera::CameraProjection;
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use crate::{
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camera::CameraProjection, prelude::Image, render_asset::RenderAssets,
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render_resource::TextureView, view::ExtractedWindows,
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};
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_ecs::{
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component::Component,
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entity::Entity,
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reflect::ReflectComponent,
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system::{QuerySet, Res},
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};
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use bevy_math::{Mat4, Vec2, Vec3};
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use bevy_math::{Mat4, UVec2, Vec2, Vec3};
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use bevy_reflect::{Reflect, ReflectDeserialize};
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::HashSet;
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use bevy_window::{WindowCreated, WindowId, WindowResized, Windows};
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use serde::{Deserialize, Serialize};
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use wgpu::Extent3d;
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#[derive(Component, Default, Debug, Reflect)]
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#[reflect(Component)]
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@ -20,13 +26,77 @@ pub struct Camera {
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pub projection_matrix: Mat4,
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pub name: Option<String>,
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#[reflect(ignore)]
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pub window: WindowId,
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pub target: RenderTarget,
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#[reflect(ignore)]
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pub depth_calculation: DepthCalculation,
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pub near: f32,
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pub far: f32,
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}
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#[derive(Debug, Clone, Reflect, PartialEq, Eq, Hash)]
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pub enum RenderTarget {
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/// Window to which the camera's view is rendered.
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Window(WindowId),
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/// Image to which the camera's view is rendered.
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Image(Handle<Image>),
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}
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impl Default for RenderTarget {
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fn default() -> Self {
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Self::Window(Default::default())
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}
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}
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impl RenderTarget {
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pub fn get_texture_view<'a>(
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&self,
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windows: &'a ExtractedWindows,
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images: &'a RenderAssets<Image>,
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) -> Option<&'a TextureView> {
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match self {
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RenderTarget::Window(window_id) => windows
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.get(window_id)
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.and_then(|window| window.swap_chain_texture.as_ref()),
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RenderTarget::Image(image_handle) => {
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images.get(image_handle).map(|image| &image.texture_view)
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}
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}
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}
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pub fn get_physical_size(&self, windows: &Windows, images: &Assets<Image>) -> Option<UVec2> {
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match self {
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RenderTarget::Window(window_id) => windows
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.get(*window_id)
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.map(|window| UVec2::new(window.physical_width(), window.physical_height())),
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RenderTarget::Image(image_handle) => images.get(image_handle).map(|image| {
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let Extent3d { width, height, .. } = image.texture_descriptor.size;
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UVec2::new(width, height)
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}),
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}
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}
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pub fn get_logical_size(&self, windows: &Windows, images: &Assets<Image>) -> Option<Vec2> {
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match self {
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RenderTarget::Window(window_id) => windows
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.get(*window_id)
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.map(|window| Vec2::new(window.width(), window.height())),
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RenderTarget::Image(image_handle) => images.get(image_handle).map(|image| {
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let Extent3d { width, height, .. } = image.texture_descriptor.size;
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Vec2::new(width as f32, height as f32)
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}),
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}
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}
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// Check if this render target is contained in the given changed windows or images.
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fn is_changed(
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&self,
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changed_window_ids: &[WindowId],
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changed_image_handles: &HashSet<&Handle<Image>>,
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) -> bool {
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match self {
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RenderTarget::Window(window_id) => changed_window_ids.contains(window_id),
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RenderTarget::Image(image_handle) => changed_image_handles.contains(&image_handle),
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}
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}
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}
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#[derive(Debug, Clone, Copy, Reflect, Serialize, Deserialize)]
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#[reflect_value(Serialize, Deserialize)]
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pub enum DepthCalculation {
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@ -47,11 +117,11 @@ impl Camera {
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pub fn world_to_screen(
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&self,
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windows: &Windows,
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images: &Assets<Image>,
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camera_transform: &GlobalTransform,
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world_position: Vec3,
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) -> Option<Vec2> {
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let window = windows.get(self.window)?;
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let window_size = Vec2::new(window.width(), window.height());
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let window_size = self.target.get_logical_size(windows, images)?;
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// Build a transform to convert from world to NDC using camera data
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let world_to_ndc: Mat4 =
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self.projection_matrix * camera_transform.compute_matrix().inverse();
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@ -74,7 +144,9 @@ impl Camera {
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pub fn camera_system<T: CameraProjection + Component>(
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mut window_resized_events: EventReader<WindowResized>,
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mut window_created_events: EventReader<WindowCreated>,
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mut image_asset_events: EventReader<AssetEvent<Image>>,
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windows: Res<Windows>,
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images: Res<Assets<Image>>,
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mut queries: QuerySet<(
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QueryState<(Entity, &mut Camera, &mut T)>,
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QueryState<Entity, Added<Camera>>,
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@ -101,17 +173,30 @@ pub fn camera_system<T: CameraProjection + Component>(
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changed_window_ids.push(event.id);
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}
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let changed_image_handles: HashSet<&Handle<Image>> = image_asset_events
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.iter()
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.filter_map(|event| {
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if let AssetEvent::Modified { handle } = event {
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Some(handle)
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} else {
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None
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}
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})
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.collect();
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let mut added_cameras = vec![];
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for entity in &mut queries.q1().iter() {
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added_cameras.push(entity);
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}
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for (entity, mut camera, mut camera_projection) in queries.q0().iter_mut() {
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if let Some(window) = windows.get(camera.window) {
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if changed_window_ids.contains(&window.id())
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if camera
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.target
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.is_changed(&changed_window_ids, &changed_image_handles)
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|| added_cameras.contains(&entity)
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|| camera_projection.is_changed()
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{
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camera_projection.update(window.width(), window.height());
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if let Some(size) = camera.target.get_logical_size(&windows, &images) {
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camera_projection.update(size.x, size.y);
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camera.projection_matrix = camera_projection.get_projection_matrix();
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camera.depth_calculation = camera_projection.depth_calculation();
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}
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|
|
|
@ -5,14 +5,17 @@ mod camera;
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mod projection;
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pub use active_cameras::*;
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use bevy_asset::Assets;
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use bevy_math::UVec2;
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::HashMap;
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use bevy_window::{WindowId, Windows};
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use bevy_window::Windows;
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pub use bundle::*;
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pub use camera::*;
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pub use projection::*;
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use crate::{
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prelude::Image,
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primitives::Aabb,
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view::{ComputedVisibility, ExtractedView, Visibility, VisibleEntities},
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RenderApp, RenderStage,
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@ -68,14 +71,16 @@ pub struct ExtractedCameraNames {
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#[derive(Component, Debug)]
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pub struct ExtractedCamera {
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pub window_id: WindowId,
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pub target: RenderTarget,
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pub name: Option<String>,
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pub physical_size: Option<UVec2>,
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}
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fn extract_cameras(
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mut commands: Commands,
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active_cameras: Res<ActiveCameras>,
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windows: Res<Windows>,
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images: Res<Assets<Image>>,
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query: Query<(Entity, &Camera, &GlobalTransform, &VisibleEntities)>,
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) {
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let mut entities = HashMap::default();
|
||||
|
@ -84,18 +89,19 @@ fn extract_cameras(
|
|||
if let Some((entity, camera, transform, visible_entities)) =
|
||||
camera.entity.and_then(|e| query.get(e).ok())
|
||||
{
|
||||
if let Some(window) = windows.get(camera.window) {
|
||||
if let Some(size) = camera.target.get_physical_size(&windows, &images) {
|
||||
entities.insert(name.clone(), entity);
|
||||
commands.get_or_spawn(entity).insert_bundle((
|
||||
ExtractedCamera {
|
||||
window_id: camera.window,
|
||||
target: camera.target.clone(),
|
||||
name: camera.name.clone(),
|
||||
physical_size: camera.target.get_physical_size(&windows, &images),
|
||||
},
|
||||
ExtractedView {
|
||||
projection: camera.projection_matrix,
|
||||
transform: *transform,
|
||||
width: window.physical_width().max(1),
|
||||
height: window.physical_height().max(1),
|
||||
width: size.x.max(1),
|
||||
height: size.y.max(1),
|
||||
near: camera.near,
|
||||
far: camera.far,
|
||||
},
|
||||
|
|
|
@ -10,6 +10,8 @@ pub use window::*;
|
|||
|
||||
use crate::{
|
||||
camera::{ExtractedCamera, ExtractedCameraNames},
|
||||
prelude::Image,
|
||||
render_asset::RenderAssets,
|
||||
render_resource::{std140::AsStd140, DynamicUniformVec, Texture, TextureView},
|
||||
renderer::{RenderDevice, RenderQueue},
|
||||
texture::{BevyDefault, TextureCache},
|
||||
|
@ -170,10 +172,12 @@ fn prepare_view_uniforms(
|
|||
.write_buffer(&render_device, &render_queue);
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn prepare_view_targets(
|
||||
mut commands: Commands,
|
||||
camera_names: Res<ExtractedCameraNames>,
|
||||
windows: Res<ExtractedWindows>,
|
||||
images: Res<RenderAssets<Image>>,
|
||||
msaa: Res<Msaa>,
|
||||
render_device: Res<RenderDevice>,
|
||||
mut texture_cache: ResMut<TextureCache>,
|
||||
|
@ -185,24 +189,16 @@ fn prepare_view_targets(
|
|||
} else {
|
||||
continue;
|
||||
};
|
||||
let window = if let Some(window) = windows.get(&camera.window_id) {
|
||||
window
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
let swap_chain_texture = if let Some(texture) = &window.swap_chain_texture {
|
||||
texture
|
||||
} else {
|
||||
continue;
|
||||
};
|
||||
if let Some(size) = camera.physical_size {
|
||||
if let Some(texture_view) = camera.target.get_texture_view(&windows, &images) {
|
||||
let sampled_target = if msaa.samples > 1 {
|
||||
let sampled_texture = texture_cache.get(
|
||||
&render_device,
|
||||
TextureDescriptor {
|
||||
label: Some("sampled_color_attachment_texture"),
|
||||
size: Extent3d {
|
||||
width: window.physical_width,
|
||||
height: window.physical_height,
|
||||
width: size.x,
|
||||
height: size.y,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
|
@ -216,10 +212,11 @@ fn prepare_view_targets(
|
|||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
commands.entity(entity).insert(ViewTarget {
|
||||
view: swap_chain_texture.clone(),
|
||||
view: texture_view.clone(),
|
||||
sampled_target,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -49,17 +49,17 @@ impl RenderLayers {
|
|||
pub const TOTAL_LAYERS: usize = std::mem::size_of::<LayerMask>() * 8;
|
||||
|
||||
/// Create a new `RenderLayers` belonging to the given layer.
|
||||
pub fn layer(n: Layer) -> Self {
|
||||
pub const fn layer(n: Layer) -> Self {
|
||||
RenderLayers(0).with(n)
|
||||
}
|
||||
|
||||
/// Create a new `RenderLayers` that belongs to all layers.
|
||||
pub fn all() -> Self {
|
||||
pub const fn all() -> Self {
|
||||
RenderLayers(u32::MAX)
|
||||
}
|
||||
|
||||
/// Create a new `RenderLayers` that belongs to no layers.
|
||||
pub fn none() -> Self {
|
||||
pub const fn none() -> Self {
|
||||
RenderLayers(0)
|
||||
}
|
||||
|
||||
|
@ -75,9 +75,8 @@ impl RenderLayers {
|
|||
///
|
||||
/// # Panics
|
||||
/// Panics when called with a layer greater than `TOTAL_LAYERS - 1`.
|
||||
#[must_use]
|
||||
pub fn with(mut self, layer: Layer) -> Self {
|
||||
assert!(usize::from(layer) < Self::TOTAL_LAYERS);
|
||||
pub const fn with(mut self, layer: Layer) -> Self {
|
||||
assert!((layer as usize) < Self::TOTAL_LAYERS);
|
||||
self.0 |= 1 << layer;
|
||||
self
|
||||
}
|
||||
|
@ -86,9 +85,8 @@ impl RenderLayers {
|
|||
///
|
||||
/// # Panics
|
||||
/// Panics when called with a layer greater than `TOTAL_LAYERS - 1`.
|
||||
#[must_use]
|
||||
pub fn without(mut self, layer: Layer) -> Self {
|
||||
assert!(usize::from(layer) < Self::TOTAL_LAYERS);
|
||||
pub const fn without(mut self, layer: Layer) -> Self {
|
||||
assert!((layer as usize) < Self::TOTAL_LAYERS);
|
||||
self.0 &= !(1 << layer);
|
||||
self
|
||||
}
|
||||
|
|
242
examples/3d/render_to_texture.rs
Normal file
242
examples/3d/render_to_texture.rs
Normal file
|
@ -0,0 +1,242 @@
|
|||
use bevy::{
|
||||
core_pipeline::{
|
||||
draw_3d_graph, node, AlphaMask3d, Opaque3d, RenderTargetClearColors, Transparent3d,
|
||||
},
|
||||
prelude::*,
|
||||
reflect::TypeUuid,
|
||||
render::{
|
||||
camera::{ActiveCameras, Camera, ExtractedCameraNames, RenderTarget},
|
||||
render_graph::{NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
|
||||
render_phase::RenderPhase,
|
||||
render_resource::{
|
||||
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
|
||||
},
|
||||
renderer::RenderContext,
|
||||
view::RenderLayers,
|
||||
RenderApp, RenderStage,
|
||||
},
|
||||
};
|
||||
|
||||
// This handle will point at the texture to which we will render in the first pass.
|
||||
pub const RENDER_IMAGE_HANDLE: HandleUntyped =
|
||||
HandleUntyped::weak_from_u64(Image::TYPE_UUID, 13378939762009864029);
|
||||
|
||||
// The name of the final node of the first pass.
|
||||
pub const FIRST_PASS_DRIVER: &str = "first_pass_driver";
|
||||
|
||||
// The name of the camera that determines the view rendered in the first pass.
|
||||
pub const FIRST_PASS_CAMERA: &str = "first_pass_camera";
|
||||
|
||||
fn main() {
|
||||
let mut app = App::new();
|
||||
app.insert_resource(Msaa { samples: 4 }) // Use 4x MSAA
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_startup_system(setup)
|
||||
.add_system(cube_rotator_system)
|
||||
.add_system(rotator_system);
|
||||
|
||||
let render_app = app.sub_app_mut(RenderApp);
|
||||
|
||||
// This will add 3D render phases for the new camera.
|
||||
render_app.add_system_to_stage(RenderStage::Extract, extract_first_pass_camera_phases);
|
||||
|
||||
let mut graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap();
|
||||
|
||||
// Add a node for the first pass.
|
||||
graph.add_node(FIRST_PASS_DRIVER, FirstPassCameraDriver);
|
||||
|
||||
// The first pass's dependencies include those of the main pass.
|
||||
graph
|
||||
.add_node_edge(node::MAIN_PASS_DEPENDENCIES, FIRST_PASS_DRIVER)
|
||||
.unwrap();
|
||||
|
||||
// Insert the first pass node: CLEAR_PASS_DRIVER -> FIRST_PASS_DRIVER -> MAIN_PASS_DRIVER
|
||||
graph
|
||||
.add_node_edge(node::CLEAR_PASS_DRIVER, FIRST_PASS_DRIVER)
|
||||
.unwrap();
|
||||
graph
|
||||
.add_node_edge(FIRST_PASS_DRIVER, node::MAIN_PASS_DRIVER)
|
||||
.unwrap();
|
||||
app.run();
|
||||
}
|
||||
|
||||
// Add 3D render phases for FIRST_PASS_CAMERA.
|
||||
fn extract_first_pass_camera_phases(mut commands: Commands, active_cameras: Res<ActiveCameras>) {
|
||||
if let Some(camera) = active_cameras.get(FIRST_PASS_CAMERA) {
|
||||
if let Some(entity) = camera.entity {
|
||||
commands.get_or_spawn(entity).insert_bundle((
|
||||
RenderPhase::<Opaque3d>::default(),
|
||||
RenderPhase::<AlphaMask3d>::default(),
|
||||
RenderPhase::<Transparent3d>::default(),
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// A node for the first pass camera that runs draw_3d_graph with this camera.
|
||||
struct FirstPassCameraDriver;
|
||||
impl bevy::render::render_graph::Node for FirstPassCameraDriver {
|
||||
fn run(
|
||||
&self,
|
||||
graph: &mut RenderGraphContext,
|
||||
_render_context: &mut RenderContext,
|
||||
world: &World,
|
||||
) -> Result<(), NodeRunError> {
|
||||
let extracted_cameras = world.get_resource::<ExtractedCameraNames>().unwrap();
|
||||
if let Some(camera_3d) = extracted_cameras.entities.get(FIRST_PASS_CAMERA) {
|
||||
graph.run_sub_graph(draw_3d_graph::NAME, vec![SlotValue::Entity(*camera_3d)])?;
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
// Marks the first pass cube (rendered to a texture.)
|
||||
#[derive(Component)]
|
||||
struct FirstPassCube;
|
||||
|
||||
// Marks the main pass cube, to which the texture is applied.
|
||||
#[derive(Component)]
|
||||
struct MainPassCube;
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut active_cameras: ResMut<ActiveCameras>,
|
||||
mut images: ResMut<Assets<Image>>,
|
||||
mut clear_colors: ResMut<RenderTargetClearColors>,
|
||||
) {
|
||||
let size = Extent3d {
|
||||
width: 512,
|
||||
height: 512,
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
// This is the texture that will be rendered to.
|
||||
let mut image = Image {
|
||||
texture_descriptor: TextureDescriptor {
|
||||
label: None,
|
||||
size,
|
||||
dimension: TextureDimension::D2,
|
||||
format: TextureFormat::Bgra8UnormSrgb,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
usage: TextureUsages::TEXTURE_BINDING
|
||||
| TextureUsages::COPY_DST
|
||||
| TextureUsages::RENDER_ATTACHMENT,
|
||||
},
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
// fill image.data with zeroes
|
||||
image.resize(size);
|
||||
|
||||
let image_handle = images.set(RENDER_IMAGE_HANDLE, image);
|
||||
|
||||
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 }));
|
||||
let cube_material_handle = materials.add(StandardMaterial {
|
||||
base_color: Color::rgb(0.8, 0.7, 0.6),
|
||||
reflectance: 0.02,
|
||||
unlit: false,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
|
||||
let first_pass_layer = RenderLayers::layer(1);
|
||||
|
||||
// The cube that will be rendered to the texture.
|
||||
commands
|
||||
.spawn_bundle(PbrBundle {
|
||||
mesh: cube_handle,
|
||||
material: cube_material_handle,
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(FirstPassCube)
|
||||
.insert(first_pass_layer);
|
||||
|
||||
// Light
|
||||
// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
|
||||
commands.spawn_bundle(PointLightBundle {
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// First pass camera
|
||||
let render_target = RenderTarget::Image(image_handle);
|
||||
clear_colors.insert(render_target.clone(), Color::WHITE);
|
||||
active_cameras.add(FIRST_PASS_CAMERA);
|
||||
commands
|
||||
.spawn_bundle(PerspectiveCameraBundle {
|
||||
camera: Camera {
|
||||
name: Some(FIRST_PASS_CAMERA.to_string()),
|
||||
target: render_target,
|
||||
..Default::default()
|
||||
},
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
|
||||
.looking_at(Vec3::default(), Vec3::Y),
|
||||
..Default::default()
|
||||
})
|
||||
.insert(first_pass_layer);
|
||||
// NOTE: omitting the RenderLayers component for this camera may cause a validation error:
|
||||
//
|
||||
// thread 'main' panicked at 'wgpu error: Validation Error
|
||||
//
|
||||
// Caused by:
|
||||
// In a RenderPass
|
||||
// note: encoder = `<CommandBuffer-(0, 1, Metal)>`
|
||||
// In a pass parameter
|
||||
// note: command buffer = `<CommandBuffer-(0, 1, Metal)>`
|
||||
// Attempted to use texture (5, 1, Metal) mips 0..1 layers 0..1 as a combination of COLOR_TARGET within a usage scope.
|
||||
//
|
||||
// This happens because the texture would be written and read in the same frame, which is not allowed.
|
||||
// So either render layers must be used to avoid this, or the texture must be double buffered.
|
||||
|
||||
let cube_size = 4.0;
|
||||
let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size)));
|
||||
|
||||
// This material has the texture that has been rendered.
|
||||
let material_handle = materials.add(StandardMaterial {
|
||||
base_color_texture: Some(RENDER_IMAGE_HANDLE.typed()),
|
||||
reflectance: 0.02,
|
||||
unlit: false,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// Main pass cube, with material containing the rendered first pass texture.
|
||||
commands
|
||||
.spawn_bundle(PbrBundle {
|
||||
mesh: cube_handle,
|
||||
material: material_handle,
|
||||
transform: Transform {
|
||||
translation: Vec3::new(0.0, 0.0, 1.5),
|
||||
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
})
|
||||
.insert(MainPassCube);
|
||||
|
||||
// The main pass camera.
|
||||
commands.spawn_bundle(PerspectiveCameraBundle {
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
|
||||
.looking_at(Vec3::default(), Vec3::Y),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
||||
/// Rotates the inner cube (first pass)
|
||||
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
|
||||
for mut transform in query.iter_mut() {
|
||||
transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
|
||||
transform.rotation *= Quat::from_rotation_z(1.3 * time.delta_seconds());
|
||||
}
|
||||
}
|
||||
|
||||
/// Rotates the outer cube (main pass)
|
||||
fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
|
||||
for mut transform in query.iter_mut() {
|
||||
transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
|
||||
transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
|
||||
}
|
||||
}
|
|
@ -107,6 +107,7 @@ Example | File | Description
|
|||
`orthographic` | [`3d/orthographic.rs`](./3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
|
||||
`parenting` | [`3d/parenting.rs`](./3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
|
||||
`pbr` | [`3d/pbr.rs`](./3d/pbr.rs) | Demonstrates use of Physically Based Rendering (PBR) properties
|
||||
`render_to_texture` | [`3d/render_to_texture.rs`](./3d/render_to_texture.rs) | Shows how to render to a texture, useful for mirrors, UI, or exporting images
|
||||
`shadow_caster_receiver` | [`3d/shadow_caster_receiver.rs`](./3d/shadow_caster_receiver.rs) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
|
||||
`shadow_biases` | [`3d/shadow_biases.rs`](./3d/shadow_biases.rs) | Demonstrates how shadow biases affect shadows in a 3d scene
|
||||
`spherical_area_lights` | [`3d/spherical_area_lights.rs`](./3d/spherical_area_lights.rs) | Demonstrates how point light radius values affect light behavior.
|
||||
|
|
|
@ -2,7 +2,7 @@ use bevy::{
|
|||
core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d},
|
||||
prelude::*,
|
||||
render::{
|
||||
camera::{ActiveCameras, ExtractedCameraNames},
|
||||
camera::{ActiveCameras, ExtractedCameraNames, RenderTarget},
|
||||
render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
|
||||
render_phase::RenderPhase,
|
||||
renderer::RenderContext,
|
||||
|
@ -65,7 +65,7 @@ fn create_new_window(
|
|||
// second window camera
|
||||
commands.spawn_bundle(PerspectiveCameraBundle {
|
||||
camera: Camera {
|
||||
window: window_id,
|
||||
target: RenderTarget::Window(window_id),
|
||||
name: Some(SECONDARY_CAMERA_NAME.into()),
|
||||
..Default::default()
|
||||
},
|
||||
|
|
Loading…
Reference in a new issue