bevy/examples/shader/post_processing.rs
Jakub Arnold 4de4e54755 Update post_processing example to not render UI with first pass camera (#6469)
# Objective

Make sure the post processing example won't render UI twice.

## Solution

Disable UI on the first pass camera with `UiCameraConfig`
2022-11-14 22:34:26 +00:00

185 lines
5.9 KiB
Rust

//! A custom post processing effect, using two cameras, with one reusing the render texture of the first one.
//! Here a chromatic aberration is applied to a 3d scene containing a rotating cube.
//! This example is useful to implement your own post-processing effect such as
//! edge detection, blur, pixelization, vignette... and countless others.
use bevy::{
core_pipeline::clear_color::ClearColorConfig,
prelude::*,
reflect::TypeUuid,
render::{
camera::RenderTarget,
render_resource::{
AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
TextureUsages,
},
texture::BevyDefault,
view::RenderLayers,
},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
.add_startup_system(setup)
.add_system(main_camera_cube_rotator_system)
.run();
}
/// Marks the first camera cube (rendered to a texture.)
#[derive(Component)]
struct MainCube;
fn setup(
mut commands: Commands,
mut windows: ResMut<Windows>,
mut meshes: ResMut<Assets<Mesh>>,
mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
let window = windows.primary_mut();
let size = Extent3d {
width: window.physical_width(),
height: window.physical_height(),
..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::bevy_default(),
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(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()
});
// 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()
},
MainCube,
));
// Light
// NOTE: Currently lights are ignoring render layers - see https://github.com/bevyengine/bevy/issues/3462
commands.spawn(PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
});
// Main camera, first to render
commands.spawn((
Camera3dBundle {
camera_3d: Camera3d {
clear_color: ClearColorConfig::Custom(Color::WHITE),
..default()
},
camera: Camera {
target: RenderTarget::Image(image_handle.clone()),
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..default()
},
// Disable UI rendering for the first pass camera. This prevents double rendering of UI at
// the cost of rendering the UI without any post processing effects.
UiCameraConfig { show_ui: false },
));
// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
size.width as f32,
size.height as f32,
))));
// This material has the texture that has been rendered.
let material_handle = post_processing_materials.add(PostProcessingMaterial {
source_image: image_handle,
});
// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
commands.spawn((
MaterialMesh2dBundle {
mesh: quad_handle.into(),
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
..default()
},
..default()
},
post_processing_pass_layer,
));
// The post-processing pass camera.
commands.spawn((
Camera2dBundle {
camera: Camera {
// renders after the first main camera which has default value: 0.
priority: 1,
..default()
},
..Camera2dBundle::default()
},
post_processing_pass_layer,
));
}
/// Rotates the cube rendered by the main camera
fn main_camera_cube_rotator_system(
time: Res<Time>,
mut query: Query<&mut Transform, With<MainCube>>,
) {
for mut transform in &mut query {
transform.rotate_x(0.55 * time.delta_seconds());
transform.rotate_z(0.15 * time.delta_seconds());
}
}
// Region below declares of the custom material handling post processing effect
/// Our custom post processing material
#[derive(AsBindGroup, TypeUuid, Clone)]
#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
struct PostProcessingMaterial {
/// In this example, this image will be the result of the main camera.
#[texture(0)]
#[sampler(1)]
source_image: Handle<Image>,
}
impl Material2d for PostProcessingMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material_chromatic_aberration.wgsl".into()
}
}