mirror of
https://github.com/bevyengine/bevy
synced 2024-12-21 02:23:08 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
125 lines
3.4 KiB
Rust
125 lines
3.4 KiB
Rust
//! Shows how to render UI to a texture. Useful for displaying UI in 3D space.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
color::palettes::css::GOLD,
|
|
prelude::*,
|
|
render::{
|
|
camera::RenderTarget,
|
|
render_asset::RenderAssetUsages,
|
|
render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
|
|
},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, rotator_system)
|
|
.run();
|
|
}
|
|
|
|
// Marks the cube, to which the UI texture is applied.
|
|
#[derive(Component)]
|
|
struct Cube;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
) {
|
|
let size = Extent3d {
|
|
width: 512,
|
|
height: 512,
|
|
..default()
|
|
};
|
|
|
|
// This is the texture that will be rendered to.
|
|
let mut image = Image::new_fill(
|
|
size,
|
|
TextureDimension::D2,
|
|
&[0, 0, 0, 0],
|
|
TextureFormat::Bgra8UnormSrgb,
|
|
RenderAssetUsages::default(),
|
|
);
|
|
// You need to set these texture usage flags in order to use the image as a render target
|
|
image.texture_descriptor.usage =
|
|
TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
|
|
|
|
let image_handle = images.add(image);
|
|
|
|
// Light
|
|
commands.spawn(DirectionalLight::default());
|
|
|
|
let texture_camera = commands
|
|
.spawn((
|
|
Camera2d,
|
|
Camera {
|
|
target: RenderTarget::Image(image_handle.clone()),
|
|
..default()
|
|
},
|
|
))
|
|
.id();
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
// Cover the whole image
|
|
width: Val::Percent(100.),
|
|
height: Val::Percent(100.),
|
|
flex_direction: FlexDirection::Column,
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
BackgroundColor(GOLD.into()),
|
|
TargetCamera(texture_camera),
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((
|
|
Text::new("This is a cube"),
|
|
TextFont {
|
|
font_size: 40.0,
|
|
..default()
|
|
},
|
|
TextColor::BLACK,
|
|
));
|
|
});
|
|
|
|
let cube_size = 4.0;
|
|
let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
|
|
|
|
// This material has the texture that has been rendered.
|
|
let material_handle = materials.add(StandardMaterial {
|
|
base_color_texture: Some(image_handle),
|
|
reflectance: 0.02,
|
|
unlit: false,
|
|
|
|
..default()
|
|
});
|
|
|
|
// Cube with material containing the rendered UI texture.
|
|
commands.spawn((
|
|
Mesh3d(cube_handle),
|
|
MeshMaterial3d(material_handle),
|
|
Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
|
|
Cube,
|
|
));
|
|
|
|
// The main pass camera.
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
const ROTATION_SPEED: f32 = 0.5;
|
|
|
|
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
|
|
for mut transform in &mut query {
|
|
transform.rotate_x(1.0 * time.delta_secs() * ROTATION_SPEED);
|
|
transform.rotate_y(0.7 * time.delta_secs() * ROTATION_SPEED);
|
|
}
|
|
}
|