mirror of
https://github.com/bevyengine/bevy
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a795de30b4
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
160 lines
4.9 KiB
Rust
160 lines
4.9 KiB
Rust
//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images.
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use std::f32::consts::PI;
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use bevy::{
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prelude::*,
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render::{
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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view::RenderLayers,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (cube_rotator_system, rotator_system))
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.run();
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}
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// Marks the first pass cube (rendered to a texture.)
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#[derive(Component)]
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struct FirstPassCube;
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// Marks the main pass cube, to which the texture is applied.
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#[derive(Component)]
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struct MainPassCube;
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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) {
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let size = Extent3d {
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width: 512,
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height: 512,
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..default()
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};
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// This is the texture that will be rendered to.
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let mut image = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format: TextureFormat::Bgra8UnormSrgb,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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},
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..default()
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};
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// fill image.data with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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let cube_handle = meshes.add(shape::Cube { size: 4.0 });
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let cube_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgb(0.8, 0.7, 0.6),
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reflectance: 0.02,
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unlit: false,
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..default()
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});
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// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
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let first_pass_layer = RenderLayers::layer(1);
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// The cube that will be rendered to the texture.
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commands.spawn((
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PbrBundle {
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mesh: cube_handle,
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material: cube_material_handle,
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
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..default()
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},
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FirstPassCube,
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first_pass_layer,
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));
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// Light
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// 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
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// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
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// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
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commands.spawn((
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PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..default()
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},
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RenderLayers::all(),
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));
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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// render before the "main pass" camera
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order: -1,
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target: image_handle.clone().into(),
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clear_color: Color::WHITE.into(),
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..default()
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},
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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.looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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first_pass_layer,
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));
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let cube_size = 4.0;
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let cube_handle = meshes.add(shape::Box::new(cube_size, cube_size, cube_size));
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// This material has the texture that has been rendered.
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let material_handle = materials.add(StandardMaterial {
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base_color_texture: Some(image_handle),
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reflectance: 0.02,
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unlit: false,
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..default()
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});
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// Main pass cube, with material containing the rendered first pass texture.
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commands.spawn((
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PbrBundle {
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mesh: cube_handle,
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material: material_handle,
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transform: Transform::from_xyz(0.0, 0.0, 1.5)
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.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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..default()
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},
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MainPassCube,
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));
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// The main pass camera.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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/// Rotates the inner cube (first pass)
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
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for mut transform in &mut query {
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transform.rotate_x(1.5 * time.delta_seconds());
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transform.rotate_z(1.3 * time.delta_seconds());
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}
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}
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/// Rotates the outer cube (main pass)
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fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
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for mut transform in &mut query {
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transform.rotate_x(1.0 * time.delta_seconds());
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transform.rotate_y(0.7 * time.delta_seconds());
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}
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}
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