mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
233 lines
7.6 KiB
Rust
233 lines
7.6 KiB
Rust
use bevy::{
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prelude::*,
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reflect::TypeUuid,
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render::{
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camera::{ActiveCameras, Camera, CameraProjection},
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pass::{
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LoadOp, Operations, PassDescriptor, RenderPassColorAttachment,
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RenderPassDepthStencilAttachment, TextureAttachment,
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},
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render_graph::{
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base::{node::MAIN_PASS, MainPass},
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CameraNode, PassNode, RenderGraph, TextureNode,
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},
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texture::{
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Extent3d, SamplerDescriptor, TextureDescriptor, TextureDimension, TextureFormat,
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TextureUsage,
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},
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},
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window::WindowId,
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};
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pub struct FirstPass;
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pub const RENDER_TEXTURE_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Texture::TYPE_UUID, 13378939762009864029);
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pub const TEXTURE_NODE: &str = "texure_node";
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pub const DEPTH_TEXTURE_NODE: &str = "depth_texure_node";
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pub const FIRST_PASS: &str = "first_pass";
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pub const FIRST_PASS_CAMERA: &str = "first_pass_camera";
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fn add_render_to_texture_graph(graph: &mut RenderGraph, size: Extent3d) {
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let mut pass_node = PassNode::<&FirstPass>::new(PassDescriptor {
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color_attachments: vec![RenderPassColorAttachment {
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attachment: TextureAttachment::Input("color_attachment".to_string()),
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resolve_target: None,
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ops: Operations {
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load: LoadOp::Clear(Color::rgb(0.1, 0.2, 0.3)),
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store: true,
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},
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}],
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depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
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attachment: TextureAttachment::Input("depth".to_string()),
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depth_ops: Some(Operations {
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load: LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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sample_count: 1,
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});
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pass_node.add_camera(FIRST_PASS_CAMERA);
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graph.add_node(FIRST_PASS, pass_node);
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graph.add_system_node(FIRST_PASS_CAMERA, CameraNode::new(FIRST_PASS_CAMERA));
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graph.add_node_edge(FIRST_PASS_CAMERA, FIRST_PASS).unwrap();
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graph.add_node(
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TEXTURE_NODE,
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TextureNode::new(
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TextureDescriptor {
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: Default::default(),
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usage: TextureUsage::OUTPUT_ATTACHMENT | TextureUsage::SAMPLED,
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},
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Some(SamplerDescriptor::default()),
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Some(RENDER_TEXTURE_HANDLE),
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),
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);
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graph.add_node(
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DEPTH_TEXTURE_NODE,
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TextureNode::new(
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TextureDescriptor {
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: TextureFormat::Depth32Float,
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usage: TextureUsage::OUTPUT_ATTACHMENT | TextureUsage::SAMPLED,
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},
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None,
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None,
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),
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);
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graph.add_node_edge(TEXTURE_NODE, FIRST_PASS).unwrap();
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graph
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.add_slot_edge(
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TEXTURE_NODE,
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TextureNode::TEXTURE,
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FIRST_PASS,
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"color_attachment",
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)
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.unwrap();
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graph
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.add_slot_edge(
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DEPTH_TEXTURE_NODE,
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TextureNode::TEXTURE,
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FIRST_PASS,
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"depth",
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)
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.unwrap();
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graph.add_node_edge(FIRST_PASS, MAIN_PASS).unwrap();
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graph.add_node_edge("transform", FIRST_PASS).unwrap();
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}
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struct FirstPassCube;
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struct MainPassCube;
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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 query.iter_mut() {
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transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
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transform.rotation *= Quat::from_rotation_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 query.iter_mut() {
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transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
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transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
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}
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}
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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 render_graph: ResMut<RenderGraph>,
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mut active_cameras: ResMut<ActiveCameras>,
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) {
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let size = Extent3d::new(512, 512, 1);
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add_render_to_texture_graph(&mut render_graph, size);
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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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roughness: 1.0,
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unlit: false,
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..Default::default()
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});
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commands
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.spawn_bundle(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::default()
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})
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.insert(FirstPassCube)
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.insert(FirstPass)
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.remove::<MainPass>();
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// light
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// note: currently lights are shared between passes!
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..Default::default()
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});
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// camera
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let mut first_pass_camera = PerspectiveCameraBundle {
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camera: Camera {
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name: Some(FIRST_PASS_CAMERA.to_string()),
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window: WindowId::new(), /* otherwise it will use main window size / aspect for
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* calculation of projection matrix */
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..Default::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::default()
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};
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active_cameras.add(FIRST_PASS_CAMERA);
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let camera_projection = &mut first_pass_camera.perspective_projection;
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camera_projection.update(size.width as f32, size.height as f32);
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first_pass_camera.camera.projection_matrix = camera_projection.get_projection_matrix();
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first_pass_camera.camera.depth_calculation = camera_projection.depth_calculation();
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commands.spawn_bundle(first_pass_camera);
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let texture_handle = RENDER_TEXTURE_HANDLE.typed();
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let cube_size = 4.0;
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let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size)));
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let material_handle = materials.add(StandardMaterial {
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base_color_texture: Some(texture_handle),
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reflectance: 0.02,
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unlit: false,
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..Default::default()
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});
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// add entities to the world
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commands
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.spawn_bundle(PbrBundle {
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mesh: cube_handle,
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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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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..Default::default()
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},
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visible: Visible {
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is_transparent: true,
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..Default::default()
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},
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..Default::default()
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})
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.insert(MainPassCube);
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commands.spawn_bundle(PerspectiveCameraBundle {
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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::default()
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});
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}
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(cube_rotator_system.system())
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.add_system(rotator_system.system())
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.run();
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}
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