bevy/examples/3d/render_to_texture.rs
Alice Cecile 557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00

242 lines
8.6 KiB
Rust

use bevy::{
core_pipeline::{
draw_3d_graph, node, AlphaMask3d, Opaque3d, RenderTargetClearColors, Transparent3d,
},
prelude::*,
reflect::TypeUuid,
render::{
camera::{ActiveCameras, Camera, ExtractedCameraNames, RenderTarget},
render_graph::{NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
render_phase::RenderPhase,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
renderer::RenderContext,
view::RenderLayers,
RenderApp, RenderStage,
},
};
// This handle will point at the texture to which we will render in the first pass.
pub const RENDER_IMAGE_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Image::TYPE_UUID, 13378939762009864029);
// The name of the final node of the first pass.
pub const FIRST_PASS_DRIVER: &str = "first_pass_driver";
// The name of the camera that determines the view rendered in the first pass.
pub const FIRST_PASS_CAMERA: &str = "first_pass_camera";
fn main() {
let mut app = App::new();
app.insert_resource(Msaa { samples: 4 }) // Use 4x MSAA
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(cube_rotator_system)
.add_system(rotator_system);
let render_app = app.sub_app_mut(RenderApp);
// This will add 3D render phases for the new camera.
render_app.add_system_to_stage(RenderStage::Extract, extract_first_pass_camera_phases);
let mut graph = render_app.world.resource_mut::<RenderGraph>();
// Add a node for the first pass.
graph.add_node(FIRST_PASS_DRIVER, FirstPassCameraDriver);
// The first pass's dependencies include those of the main pass.
graph
.add_node_edge(node::MAIN_PASS_DEPENDENCIES, FIRST_PASS_DRIVER)
.unwrap();
// Insert the first pass node: CLEAR_PASS_DRIVER -> FIRST_PASS_DRIVER -> MAIN_PASS_DRIVER
graph
.add_node_edge(node::CLEAR_PASS_DRIVER, FIRST_PASS_DRIVER)
.unwrap();
graph
.add_node_edge(FIRST_PASS_DRIVER, node::MAIN_PASS_DRIVER)
.unwrap();
app.run();
}
// Add 3D render phases for FIRST_PASS_CAMERA.
fn extract_first_pass_camera_phases(mut commands: Commands, active_cameras: Res<ActiveCameras>) {
if let Some(camera) = active_cameras.get(FIRST_PASS_CAMERA) {
if let Some(entity) = camera.entity {
commands.get_or_spawn(entity).insert_bundle((
RenderPhase::<Opaque3d>::default(),
RenderPhase::<AlphaMask3d>::default(),
RenderPhase::<Transparent3d>::default(),
));
}
}
}
// A node for the first pass camera that runs draw_3d_graph with this camera.
struct FirstPassCameraDriver;
impl bevy::render::render_graph::Node for FirstPassCameraDriver {
fn run(
&self,
graph: &mut RenderGraphContext,
_render_context: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
let extracted_cameras = world.resource::<ExtractedCameraNames>();
if let Some(camera_3d) = extracted_cameras.entities.get(FIRST_PASS_CAMERA) {
graph.run_sub_graph(draw_3d_graph::NAME, vec![SlotValue::Entity(*camera_3d)])?;
}
Ok(())
}
}
// 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 active_cameras: ResMut<ActiveCameras>,
mut images: ResMut<Assets<Image>>,
mut clear_colors: ResMut<RenderTargetClearColors>,
) {
let size = Extent3d {
width: 512,
height: 512,
..Default::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::default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.set(RENDER_IMAGE_HANDLE, 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::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::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::default()
});
// First pass camera
let render_target = RenderTarget::Image(image_handle);
clear_colors.insert(render_target.clone(), Color::WHITE);
active_cameras.add(FIRST_PASS_CAMERA);
commands
.spawn_bundle(PerspectiveCameraBundle {
camera: Camera {
name: Some(FIRST_PASS_CAMERA.to_string()),
target: render_target,
..Default::default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..Default::default()
})
.insert(first_pass_layer);
// NOTE: omitting the RenderLayers component for this camera may cause a validation error:
//
// thread 'main' panicked at 'wgpu error: Validation Error
//
// Caused by:
// In a RenderPass
// note: encoder = `<CommandBuffer-(0, 1, Metal)>`
// In a pass parameter
// note: command buffer = `<CommandBuffer-(0, 1, Metal)>`
// Attempted to use texture (5, 1, Metal) mips 0..1 layers 0..1 as a combination of COLOR_TARGET within a usage scope.
//
// This happens because the texture would be written and read in the same frame, which is not allowed.
// So either render layers must be used to avoid this, or the texture must be double buffered.
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(RENDER_IMAGE_HANDLE.typed()),
reflectance: 0.02,
unlit: false,
..Default::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()
},
..Default::default()
})
.insert(MainPassCube);
// The main pass camera.
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..Default::default()
});
}
/// Rotates the inner cube (first pass)
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
for mut transform in query.iter_mut() {
transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
transform.rotation *= Quat::from_rotation_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 query.iter_mut() {
transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
}
}