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https://github.com/bevyengine/bevy
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c2c19e5ae4
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
128 lines
3.6 KiB
Rust
128 lines
3.6 KiB
Rust
//! Shows how to render UI to a texture. Useful for displaying UI in 3D space.
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::GOLD,
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prelude::*,
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render::{
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camera::RenderTarget,
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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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_systems(Startup, setup)
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.add_systems(Update, rotator_system)
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.run();
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}
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// Marks the cube, to which the UI texture is applied.
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#[derive(Component)]
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struct Cube;
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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::new_fill(
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size,
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TextureDimension::D2,
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&[0, 0, 0, 0],
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TextureFormat::Bgra8UnormSrgb,
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RenderAssetUsages::default(),
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);
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// You need to set these texture usage flags in order to use the image as a render target
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image.texture_descriptor.usage =
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TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
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let image_handle = images.add(image);
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// Light
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commands.spawn(DirectionalLight::default());
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let texture_camera = commands
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.spawn((
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Camera2d,
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Camera {
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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))
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.id();
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commands
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.spawn((
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NodeBundle {
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style: Style {
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// Cover the whole image
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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background_color: GOLD.into(),
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..default()
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},
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TargetCamera(texture_camera),
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))
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.with_children(|parent| {
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parent.spawn((
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Text::new("This is a cube"),
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TextStyle {
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font_size: 40.0,
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color: Color::BLACK,
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..default()
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},
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));
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});
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let cube_size = 4.0;
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let cube_handle = meshes.add(Cuboid::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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// Cube with material containing the rendered UI texture.
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commands.spawn((
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Mesh3d(cube_handle),
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MeshMaterial3d(material_handle),
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Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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Cube,
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));
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// The main pass camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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const ROTATION_SPEED: f32 = 0.5;
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
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for mut transform in &mut query {
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transform.rotate_x(1.0 * time.delta_seconds() * ROTATION_SPEED);
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transform.rotate_y(0.7 * time.delta_seconds() * ROTATION_SPEED);
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}
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}
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