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https://github.com/bevyengine/bevy
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# Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
187 lines
6 KiB
Rust
187 lines
6 KiB
Rust
//! A custom post processing effect, using two cameras, with one reusing the render texture of the first one.
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//! Here a chromatic aberration is applied to a 3d scene containing a rotating cube.
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//! This example is useful to implement your own post-processing effect such as
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//! edge detection, blur, pixelization, vignette... and countless others.
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use bevy::{
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core_pipeline::clear_color::ClearColorConfig,
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prelude::*,
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reflect::TypeUuid,
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render::{
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camera::RenderTarget,
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render_resource::{
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AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
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TextureUsages,
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},
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texture::BevyDefault,
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view::RenderLayers,
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},
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sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
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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_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
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.add_startup_system(setup)
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.add_system(main_camera_cube_rotator_system)
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.run();
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}
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/// Marks the first camera cube (rendered to a texture.)
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#[derive(Component)]
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struct MainCube;
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fn setup(
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mut commands: Commands,
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windows: Query<&Window>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
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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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// This assumes we only have a single window
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let window = windows.single();
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let size = Extent3d {
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width: window.resolution.physical_width(),
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height: window.resolution.physical_height(),
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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::bevy_default(),
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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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},
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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(Mesh::from(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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// 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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MainCube,
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));
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// Light
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// NOTE: Currently lights are ignoring render layers - see https://github.com/bevyengine/bevy/issues/3462
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commands.spawn(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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// Main camera, first to render
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commands.spawn((
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Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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camera: Camera {
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target: RenderTarget::Image(image_handle.clone()),
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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::default(), Vec3::Y),
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..default()
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},
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// Disable UI rendering for the first pass camera. This prevents double rendering of UI at
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// the cost of rendering the UI without any post processing effects.
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UiCameraConfig { show_ui: false },
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));
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// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
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let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
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let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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size.width as f32,
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size.height as f32,
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))));
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// This material has the texture that has been rendered.
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let material_handle = post_processing_materials.add(PostProcessingMaterial {
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source_image: image_handle,
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});
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// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: quad_handle.into(),
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material: material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 1.5),
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..default()
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},
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..default()
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},
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post_processing_pass_layer,
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));
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// The post-processing pass camera.
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commands.spawn((
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Camera2dBundle {
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camera: Camera {
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// renders after the first main camera which has default value: 0.
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order: 1,
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..default()
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},
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..Camera2dBundle::default()
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},
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post_processing_pass_layer,
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));
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}
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/// Rotates the cube rendered by the main camera
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fn main_camera_cube_rotator_system(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<MainCube>>,
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) {
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for mut transform in &mut query {
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transform.rotate_x(0.55 * time.delta_seconds());
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transform.rotate_z(0.15 * time.delta_seconds());
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}
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}
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// Region below declares of the custom material handling post processing effect
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/// Our custom post processing material
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#[derive(AsBindGroup, TypeUuid, Clone)]
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#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
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struct PostProcessingMaterial {
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/// In this example, this image will be the result of the main camera.
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#[texture(0)]
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#[sampler(1)]
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source_image: Handle<Image>,
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}
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impl Material2d for PostProcessingMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/custom_material_chromatic_aberration.wgsl".into()
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}
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}
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