//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images. use std::f32::consts::PI; use bevy::{ prelude::*, render::{ render_resource::{ Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, }, view::RenderLayers, }, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, (cube_rotator_system, rotator_system)) .run(); } // 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>, mut materials: ResMut>, mut images: ResMut>, ) { let size = Extent3d { width: 512, height: 512, ..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, view_formats: &[], }, ..default() }; // fill image.data with zeroes image.resize(size); let image_handle = images.add(image); let cube_handle = meshes.add(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() }); // 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(( PbrBundle { mesh: cube_handle, material: cube_material_handle, transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)), ..default() }, FirstPassCube, first_pass_layer, )); // Light // NOTE: we add the light to all layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture // Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit. // Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit. commands.spawn(( PointLightBundle { transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)), point_light: PointLight { intensity: 150_000.0, ..default() }, ..default() }, RenderLayers::all(), )); commands.spawn(( Camera3dBundle { camera: Camera { // render before the "main pass" camera order: -1, target: image_handle.clone().into(), clear_color: Color::WHITE.into(), ..default() }, transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)) .looking_at(Vec3::ZERO, Vec3::Y), ..default() }, first_pass_layer, )); let cube_size = 4.0; let cube_handle = meshes.add(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(image_handle), reflectance: 0.02, unlit: false, ..default() }); // Main pass cube, with material containing the rendered first pass texture. commands.spawn(( PbrBundle { mesh: cube_handle, material: material_handle, transform: Transform::from_xyz(0.0, 0.0, 1.5) .with_rotation(Quat::from_rotation_x(-PI / 5.0)), ..default() }, MainPassCube, )); // The main pass camera. commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } /// Rotates the inner cube (first pass) fn rotator_system(time: Res