bevy/examples/3d/render_to_texture.rs
ira 4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.

```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {

// To
for _ in &list {
for _ in &mut list {
```

We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.

## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-11 15:28:50 +00:00

159 lines
4.9 KiB
Rust

//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images.
use bevy::{
core_pipeline::clear_color::ClearColorConfig,
prelude::*,
render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
view::RenderLayers,
},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(cube_rotator_system)
.add_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<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
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,
},
..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()
});
// 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_bundle(PbrBundle {
mesh: cube_handle,
material: cube_material_handle,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
..default()
})
.insert(FirstPassCube)
.insert(first_pass_layer);
// Light
// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
});
commands
.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
clear_color: ClearColorConfig::Custom(Color::WHITE),
..default()
},
camera: Camera {
// render before the "main pass" camera
priority: -1,
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()
})
.insert(first_pass_layer);
let cube_size = 4.0;
let cube_handle = meshes.add(Mesh::from(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_bundle(PbrBundle {
mesh: cube_handle,
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..default()
},
..default()
})
.insert(MainPassCube);
// The main pass camera.
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..default()
});
}
/// Rotates the inner cube (first pass)
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
for mut transform in &mut query {
transform.rotate_x(1.5 * time.delta_seconds());
transform.rotate_z(1.3 * time.delta_seconds());
}
}
/// Rotates the outer cube (main pass)
fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
for mut transform in &mut query {
transform.rotate_x(1.0 * time.delta_seconds());
transform.rotate_y(0.7 * time.delta_seconds());
}
}