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https://github.com/bevyengine/bevy
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# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
161 lines
4.8 KiB
Rust
161 lines
4.8 KiB
Rust
//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images.
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::clear_color::ClearColorConfig,
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prelude::*,
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render::{
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camera::RenderTarget,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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view::RenderLayers,
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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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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.run();
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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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) {
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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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view_formats: &[],
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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.spawn((
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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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FirstPassCube,
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first_pass_layer,
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));
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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(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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commands.spawn((
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Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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camera: Camera {
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// render before the "main pass" camera
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order: -1,
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target: RenderTarget::Image(image_handle.clone()),
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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::ZERO, Vec3::Y),
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..default()
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},
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first_pass_layer,
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));
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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.spawn((
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PbrBundle {
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mesh: cube_handle,
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material: material_handle,
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transform: Transform::from_xyz(0.0, 0.0, 1.5)
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.with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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..default()
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},
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MainPassCube,
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));
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// The main pass camera.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, 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 &mut query {
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transform.rotate_x(1.5 * time.delta_seconds());
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transform.rotate_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 &mut query {
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transform.rotate_x(1.0 * time.delta_seconds());
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transform.rotate_y(0.7 * time.delta_seconds());
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}
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}
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