mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
d46a05e387
# Objective - The examples use a more verbose than necessary way to initialize the image - The order of the camera doesn't need to be specified. At least I didn't see a difference in my testing ## Solution - Use `Image::new_fill()` to fill the image instead of abusing `resize()` - Remove the camera ordering
149 lines
4.7 KiB
Rust
149 lines
4.7 KiB
Rust
//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
render::{
|
|
render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
|
|
view::RenderLayers,
|
|
},
|
|
};
|
|
use bevy_render::render_asset::RenderAssetUsages;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (cube_rotator_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::new_fill(
|
|
size,
|
|
TextureDimension::D2,
|
|
&[0, 0, 0, 0],
|
|
TextureFormat::Bgra8UnormSrgb,
|
|
RenderAssetUsages::default(),
|
|
);
|
|
// You need to set these texture usage flags in order to use the image as a render target
|
|
image.texture_descriptor.usage =
|
|
TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
|
|
|
|
let image_handle = images.add(image);
|
|
|
|
let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
|
|
let cube_material_handle = materials.add(StandardMaterial {
|
|
base_color: Color::srgb(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((
|
|
PbrBundle {
|
|
mesh: cube_handle,
|
|
material: cube_material_handle,
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
|
|
..default()
|
|
},
|
|
FirstPassCube,
|
|
first_pass_layer.clone(),
|
|
));
|
|
|
|
// Light
|
|
// NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
|
|
// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
|
|
// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
|
|
commands.spawn((
|
|
PointLightBundle {
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
|
|
..default()
|
|
},
|
|
RenderLayers::layer(0).with(1),
|
|
));
|
|
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
camera: Camera {
|
|
target: image_handle.clone().into(),
|
|
clear_color: Color::WHITE.into(),
|
|
..default()
|
|
},
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
|
|
.looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
},
|
|
first_pass_layer,
|
|
));
|
|
|
|
let cube_size = 4.0;
|
|
let cube_handle = meshes.add(Cuboid::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((
|
|
PbrBundle {
|
|
mesh: cube_handle,
|
|
material: material_handle,
|
|
transform: Transform::from_xyz(0.0, 0.0, 1.5)
|
|
.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
|
|
..default()
|
|
},
|
|
MainPassCube,
|
|
));
|
|
|
|
// The main pass camera.
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, 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());
|
|
}
|
|
}
|