bevy/examples/3d/two_passes.rs
Thierry Berger 99e689cfd2 remove unneeded msaa explicit addition from examples (#4830)
# Objective

- Coming from 7a596f1910 (r876310734)
- Simplify the examples regarding addition of `Msaa` Resource with default value.

## Solution

- Remove addition of `Msaa` Resource with default value from examples,
2022-05-27 20:52:12 +00:00

220 lines
6.9 KiB
Rust

//! Shows how to render multiple passes to the same window, useful for rendering different views
//! or drawing an object on top regardless of depth.
use bevy::{
core_pipeline::{draw_3d_graph, node, AlphaMask3d, Opaque3d, Transparent3d},
prelude::*,
render::{
camera::{ActiveCamera, Camera, CameraTypePlugin, RenderTarget},
render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
render_phase::RenderPhase,
renderer::RenderContext,
view::RenderLayers,
RenderApp, RenderStage,
},
window::WindowId,
};
// The name of the final node of the first pass.
pub const FIRST_PASS_DRIVER: &str = "first_pass_driver";
// Marks the camera that determines the view rendered in the first pass.
#[derive(Component, Default)]
struct FirstPassCamera;
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.add_plugin(CameraTypePlugin::<FirstPassCamera>::default())
.add_startup_system(setup)
.add_system(cube_rotator_system)
.add_system(rotator_system)
.add_system(toggle_msaa);
let render_app = app.sub_app_mut(RenderApp);
let driver = FirstPassCameraDriver::new(&mut render_app.world);
// 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, driver);
// 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 FirstPassCamera.
fn extract_first_pass_camera_phases(
mut commands: Commands,
active: Res<ActiveCamera<FirstPassCamera>>,
) {
if let Some(entity) = active.get() {
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 {
query: QueryState<Entity, With<FirstPassCamera>>,
}
impl FirstPassCameraDriver {
pub fn new(render_world: &mut World) -> Self {
Self {
query: QueryState::new(render_world),
}
}
}
impl Node for FirstPassCameraDriver {
fn update(&mut self, world: &mut World) {
self.query.update_archetypes(world);
}
fn run(
&self,
graph: &mut RenderGraphContext,
_render_context: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
for camera in self.query.iter_manual(world) {
graph.run_sub_graph(draw_3d_graph::NAME, vec![SlotValue::Entity(camera)])?;
}
Ok(())
}
}
// Marks the first pass cube.
#[derive(Component)]
struct FirstPassCube;
// Marks the main pass cube.
#[derive(Component)]
struct MainPassCube;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 }));
let cube_material_handle = materials.add(StandardMaterial {
base_color: Color::GREEN,
reflectance: 0.02,
unlit: false,
..Default::default()
});
let split = 2.0;
// 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 first pass cube.
commands
.spawn_bundle(PbrBundle {
mesh: cube_handle,
material: cube_material_handle,
transform: Transform::from_translation(Vec3::new(-split, 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
commands
.spawn_bundle(PerspectiveCameraBundle::<FirstPassCamera> {
camera: Camera {
target: RenderTarget::Window(WindowId::primary()),
..Default::default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..PerspectiveCameraBundle::new()
})
.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)));
let material_handle = materials.add(StandardMaterial {
base_color: Color::RED,
reflectance: 0.02,
unlit: false,
..Default::default()
});
// Main pass cube.
commands
.spawn_bundle(PbrBundle {
mesh: cube_handle,
material: material_handle,
transform: Transform {
translation: Vec3::new(split, 0.0, -4.5),
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());
}
}
fn toggle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
if input.just_pressed(KeyCode::M) {
if msaa.samples == 4 {
info!("Not using MSAA");
msaa.samples = 1;
} else {
info!("Using 4x MSAA");
msaa.samples = 4;
}
}
}