mirror of
https://github.com/bevyengine/bevy
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21f6760b2a
# Objective - Make the example a little easier to follow by removing unnecessary steps. ## Solution - `Assets<Image>` will give us a handle for our render texture if we call `add()` instead of `set()`. No need to set it manually; one less thing to think about while reading the example.
249 lines
8.3 KiB
Rust
249 lines
8.3 KiB
Rust
use bevy::{
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core_pipeline::{
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draw_3d_graph, node, AlphaMask3d, Opaque3d, RenderTargetClearColors, Transparent3d,
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},
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prelude::*,
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render::{
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camera::{ActiveCamera, Camera, CameraTypePlugin, RenderTarget},
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render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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render_phase::RenderPhase,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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renderer::RenderContext,
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view::RenderLayers,
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RenderApp, RenderStage,
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},
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};
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#[derive(Component, Default)]
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pub struct FirstPassCamera;
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// The name of the final node of the first pass.
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pub const FIRST_PASS_DRIVER: &str = "first_pass_driver";
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fn main() {
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let mut app = App::new();
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app.insert_resource(Msaa { samples: 4 }) // Use 4x MSAA
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.add_plugins(DefaultPlugins)
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.add_plugin(CameraTypePlugin::<FirstPassCamera>::default())
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.add_startup_system(setup)
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.add_system(cube_rotator_system)
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.add_system(rotator_system);
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let render_app = app.sub_app_mut(RenderApp);
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let driver = FirstPassCameraDriver::new(&mut render_app.world);
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// This will add 3D render phases for the new camera.
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render_app.add_system_to_stage(RenderStage::Extract, extract_first_pass_camera_phases);
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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// Add a node for the first pass.
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graph.add_node(FIRST_PASS_DRIVER, driver);
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// The first pass's dependencies include those of the main pass.
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graph
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.add_node_edge(node::MAIN_PASS_DEPENDENCIES, FIRST_PASS_DRIVER)
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.unwrap();
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// Insert the first pass node: CLEAR_PASS_DRIVER -> FIRST_PASS_DRIVER -> MAIN_PASS_DRIVER
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graph
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.add_node_edge(node::CLEAR_PASS_DRIVER, FIRST_PASS_DRIVER)
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.unwrap();
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graph
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.add_node_edge(FIRST_PASS_DRIVER, node::MAIN_PASS_DRIVER)
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.unwrap();
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app.run();
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}
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// Add 3D render phases for FIRST_PASS_CAMERA.
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fn extract_first_pass_camera_phases(
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mut commands: Commands,
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active: Res<ActiveCamera<FirstPassCamera>>,
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) {
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if let Some(entity) = active.get() {
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commands.get_or_spawn(entity).insert_bundle((
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RenderPhase::<Opaque3d>::default(),
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RenderPhase::<AlphaMask3d>::default(),
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RenderPhase::<Transparent3d>::default(),
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));
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}
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}
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// A node for the first pass camera that runs draw_3d_graph with this camera.
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struct FirstPassCameraDriver {
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query: QueryState<Entity, With<FirstPassCamera>>,
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}
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impl FirstPassCameraDriver {
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pub fn new(render_world: &mut World) -> Self {
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Self {
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query: QueryState::new(render_world),
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}
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}
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}
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impl Node for FirstPassCameraDriver {
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fn update(&mut self, world: &mut World) {
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self.query.update_archetypes(world);
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}
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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_render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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for camera in self.query.iter_manual(world) {
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graph.run_sub_graph(draw_3d_graph::NAME, vec![SlotValue::Entity(camera)])?;
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}
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Ok(())
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}
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}
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// Marks the first pass cube (rendered to a texture.)
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#[derive(Component)]
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struct FirstPassCube;
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// Marks the main pass cube, to which the texture is applied.
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#[derive(Component)]
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struct MainPassCube;
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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mut clear_colors: ResMut<RenderTargetClearColors>,
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) {
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let size = Extent3d {
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width: 512,
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height: 512,
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..default()
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};
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// This is the texture that will be rendered to.
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let mut image = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format: TextureFormat::Bgra8UnormSrgb,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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},
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..default()
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};
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// fill image.data with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 4.0 }));
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let cube_material_handle = materials.add(StandardMaterial {
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base_color: Color::rgb(0.8, 0.7, 0.6),
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reflectance: 0.02,
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unlit: false,
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..default()
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});
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// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
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let first_pass_layer = RenderLayers::layer(1);
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// The cube that will be rendered to the texture.
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commands
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.spawn_bundle(PbrBundle {
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mesh: cube_handle,
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material: cube_material_handle,
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
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..default()
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})
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.insert(FirstPassCube)
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.insert(first_pass_layer);
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// Light
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// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..default()
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});
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// First pass camera
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let render_target = RenderTarget::Image(image_handle.clone());
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clear_colors.insert(render_target.clone(), Color::WHITE);
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commands
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.spawn_bundle(PerspectiveCameraBundle::<FirstPassCamera> {
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camera: Camera {
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target: render_target,
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..default()
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},
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..PerspectiveCameraBundle::new()
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})
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.insert(first_pass_layer);
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// NOTE: omitting the RenderLayers component for this camera may cause a validation error:
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//
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// thread 'main' panicked at 'wgpu error: Validation Error
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//
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// Caused by:
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// In a RenderPass
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// note: encoder = `<CommandBuffer-(0, 1, Metal)>`
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// In a pass parameter
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// note: command buffer = `<CommandBuffer-(0, 1, Metal)>`
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// Attempted to use texture (5, 1, Metal) mips 0..1 layers 0..1 as a combination of COLOR_TARGET within a usage scope.
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//
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// This happens because the texture would be written and read in the same frame, which is not allowed.
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// So either render layers must be used to avoid this, or the texture must be double buffered.
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let cube_size = 4.0;
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let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size)));
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// This material has the texture that has been rendered.
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let material_handle = materials.add(StandardMaterial {
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base_color_texture: Some(image_handle),
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reflectance: 0.02,
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unlit: false,
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..default()
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});
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// Main pass cube, with material containing the rendered first pass texture.
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commands
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.spawn_bundle(PbrBundle {
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mesh: cube_handle,
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material: material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 1.5),
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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..default()
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},
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..default()
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})
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.insert(MainPassCube);
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// The main pass camera.
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..default()
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});
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}
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/// Rotates the inner cube (first pass)
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
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for mut transform in query.iter_mut() {
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transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
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transform.rotation *= Quat::from_rotation_z(1.3 * time.delta_seconds());
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}
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}
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/// Rotates the outer cube (main pass)
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fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
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for mut transform in query.iter_mut() {
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transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
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transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
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}
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}
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