mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
4de4e54755
# Objective Make sure the post processing example won't render UI twice. ## Solution Disable UI on the first pass camera with `UiCameraConfig`
185 lines
5.9 KiB
Rust
185 lines
5.9 KiB
Rust
//! A custom post processing effect, using two cameras, with one reusing the render texture of the first one.
|
|
//! Here a chromatic aberration is applied to a 3d scene containing a rotating cube.
|
|
//! This example is useful to implement your own post-processing effect such as
|
|
//! edge detection, blur, pixelization, vignette... and countless others.
|
|
|
|
use bevy::{
|
|
core_pipeline::clear_color::ClearColorConfig,
|
|
prelude::*,
|
|
reflect::TypeUuid,
|
|
render::{
|
|
camera::RenderTarget,
|
|
render_resource::{
|
|
AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
|
|
TextureUsages,
|
|
},
|
|
texture::BevyDefault,
|
|
view::RenderLayers,
|
|
},
|
|
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
|
|
.add_startup_system(setup)
|
|
.add_system(main_camera_cube_rotator_system)
|
|
.run();
|
|
}
|
|
|
|
/// Marks the first camera cube (rendered to a texture.)
|
|
#[derive(Component)]
|
|
struct MainCube;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut windows: ResMut<Windows>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
) {
|
|
let window = windows.primary_mut();
|
|
let size = Extent3d {
|
|
width: window.physical_width(),
|
|
height: window.physical_height(),
|
|
..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::bevy_default(),
|
|
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()
|
|
});
|
|
|
|
// 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()
|
|
},
|
|
MainCube,
|
|
));
|
|
|
|
// Light
|
|
// NOTE: Currently lights are ignoring render layers - see https://github.com/bevyengine/bevy/issues/3462
|
|
commands.spawn(PointLightBundle {
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
|
|
..default()
|
|
});
|
|
|
|
// Main camera, first to render
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
camera_3d: Camera3d {
|
|
clear_color: ClearColorConfig::Custom(Color::WHITE),
|
|
..default()
|
|
},
|
|
camera: Camera {
|
|
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()
|
|
},
|
|
// Disable UI rendering for the first pass camera. This prevents double rendering of UI at
|
|
// the cost of rendering the UI without any post processing effects.
|
|
UiCameraConfig { show_ui: false },
|
|
));
|
|
|
|
// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
|
|
let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
|
|
|
|
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
|
|
size.width as f32,
|
|
size.height as f32,
|
|
))));
|
|
|
|
// This material has the texture that has been rendered.
|
|
let material_handle = post_processing_materials.add(PostProcessingMaterial {
|
|
source_image: image_handle,
|
|
});
|
|
|
|
// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
|
|
commands.spawn((
|
|
MaterialMesh2dBundle {
|
|
mesh: quad_handle.into(),
|
|
material: material_handle,
|
|
transform: Transform {
|
|
translation: Vec3::new(0.0, 0.0, 1.5),
|
|
..default()
|
|
},
|
|
..default()
|
|
},
|
|
post_processing_pass_layer,
|
|
));
|
|
|
|
// The post-processing pass camera.
|
|
commands.spawn((
|
|
Camera2dBundle {
|
|
camera: Camera {
|
|
// renders after the first main camera which has default value: 0.
|
|
priority: 1,
|
|
..default()
|
|
},
|
|
..Camera2dBundle::default()
|
|
},
|
|
post_processing_pass_layer,
|
|
));
|
|
}
|
|
|
|
/// Rotates the cube rendered by the main camera
|
|
fn main_camera_cube_rotator_system(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, With<MainCube>>,
|
|
) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_x(0.55 * time.delta_seconds());
|
|
transform.rotate_z(0.15 * time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
// Region below declares of the custom material handling post processing effect
|
|
|
|
/// Our custom post processing material
|
|
#[derive(AsBindGroup, TypeUuid, Clone)]
|
|
#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
|
|
struct PostProcessingMaterial {
|
|
/// In this example, this image will be the result of the main camera.
|
|
#[texture(0)]
|
|
#[sampler(1)]
|
|
source_image: Handle<Image>,
|
|
}
|
|
|
|
impl Material2d for PostProcessingMaterial {
|
|
fn fragment_shader() -> ShaderRef {
|
|
"shaders/custom_material_chromatic_aberration.wgsl".into()
|
|
}
|
|
}
|