mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
07ed1d053e
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection. In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users. This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them. One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error. Co-authored-by: = <=> Co-authored-by: TheRawMeatball <therawmeatball@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
236 lines
7.6 KiB
Rust
236 lines
7.6 KiB
Rust
use bevy::{
|
|
prelude::*,
|
|
reflect::TypeUuid,
|
|
render::{
|
|
camera::{ActiveCameras, Camera, CameraProjection},
|
|
pass::{
|
|
LoadOp, Operations, PassDescriptor, RenderPassColorAttachment,
|
|
RenderPassDepthStencilAttachment, TextureAttachment,
|
|
},
|
|
render_graph::{
|
|
base::{node::MAIN_PASS, MainPass},
|
|
CameraNode, PassNode, RenderGraph, TextureNode,
|
|
},
|
|
texture::{
|
|
Extent3d, SamplerDescriptor, TextureDescriptor, TextureDimension, TextureFormat,
|
|
TextureUsage,
|
|
},
|
|
},
|
|
window::WindowId,
|
|
};
|
|
|
|
#[derive(Component)]
|
|
pub struct FirstPass;
|
|
|
|
pub const RENDER_TEXTURE_HANDLE: HandleUntyped =
|
|
HandleUntyped::weak_from_u64(Texture::TYPE_UUID, 13378939762009864029);
|
|
|
|
pub const TEXTURE_NODE: &str = "texure_node";
|
|
pub const DEPTH_TEXTURE_NODE: &str = "depth_texure_node";
|
|
pub const FIRST_PASS: &str = "first_pass";
|
|
pub const FIRST_PASS_CAMERA: &str = "first_pass_camera";
|
|
|
|
fn add_render_to_texture_graph(graph: &mut RenderGraph, size: Extent3d) {
|
|
let mut pass_node = PassNode::<&FirstPass>::new(PassDescriptor {
|
|
color_attachments: vec![RenderPassColorAttachment {
|
|
attachment: TextureAttachment::Input("color_attachment".to_string()),
|
|
resolve_target: None,
|
|
ops: Operations {
|
|
load: LoadOp::Clear(Color::rgb(0.1, 0.2, 0.3)),
|
|
store: true,
|
|
},
|
|
}],
|
|
depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
|
|
attachment: TextureAttachment::Input("depth".to_string()),
|
|
depth_ops: Some(Operations {
|
|
load: LoadOp::Clear(1.0),
|
|
store: true,
|
|
}),
|
|
stencil_ops: None,
|
|
}),
|
|
sample_count: 1,
|
|
});
|
|
|
|
pass_node.add_camera(FIRST_PASS_CAMERA);
|
|
|
|
graph.add_node(FIRST_PASS, pass_node);
|
|
graph.add_system_node(FIRST_PASS_CAMERA, CameraNode::new(FIRST_PASS_CAMERA));
|
|
graph.add_node_edge(FIRST_PASS_CAMERA, FIRST_PASS).unwrap();
|
|
|
|
graph.add_node(
|
|
TEXTURE_NODE,
|
|
TextureNode::new(
|
|
TextureDescriptor {
|
|
size,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
dimension: TextureDimension::D2,
|
|
format: Default::default(),
|
|
usage: TextureUsage::OUTPUT_ATTACHMENT | TextureUsage::SAMPLED,
|
|
},
|
|
Some(SamplerDescriptor::default()),
|
|
Some(RENDER_TEXTURE_HANDLE),
|
|
),
|
|
);
|
|
|
|
graph.add_node(
|
|
DEPTH_TEXTURE_NODE,
|
|
TextureNode::new(
|
|
TextureDescriptor {
|
|
size,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
dimension: TextureDimension::D2,
|
|
format: TextureFormat::Depth32Float,
|
|
usage: TextureUsage::OUTPUT_ATTACHMENT | TextureUsage::SAMPLED,
|
|
},
|
|
None,
|
|
None,
|
|
),
|
|
);
|
|
|
|
graph.add_node_edge(TEXTURE_NODE, FIRST_PASS).unwrap();
|
|
graph
|
|
.add_slot_edge(
|
|
TEXTURE_NODE,
|
|
TextureNode::TEXTURE,
|
|
FIRST_PASS,
|
|
"color_attachment",
|
|
)
|
|
.unwrap();
|
|
graph
|
|
.add_slot_edge(
|
|
DEPTH_TEXTURE_NODE,
|
|
TextureNode::TEXTURE,
|
|
FIRST_PASS,
|
|
"depth",
|
|
)
|
|
.unwrap();
|
|
graph.add_node_edge(FIRST_PASS, MAIN_PASS).unwrap();
|
|
graph.add_node_edge("transform", FIRST_PASS).unwrap();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct FirstPassCube;
|
|
#[derive(Component)]
|
|
struct MainPassCube;
|
|
|
|
/// rotates the inner cube (first pass)
|
|
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
|
|
for mut transform in query.iter_mut() {
|
|
transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
|
|
transform.rotation *= Quat::from_rotation_z(1.3 * time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
/// rotates the outer cube (main pass)
|
|
fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
|
|
for mut transform in query.iter_mut() {
|
|
transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
|
|
transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut render_graph: ResMut<RenderGraph>,
|
|
mut active_cameras: ResMut<ActiveCameras>,
|
|
) {
|
|
let size = Extent3d::new(512, 512, 1);
|
|
add_render_to_texture_graph(&mut render_graph, size);
|
|
|
|
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,
|
|
roughness: 1.0,
|
|
unlit: false,
|
|
..Default::default()
|
|
});
|
|
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: cube_handle,
|
|
material: cube_material_handle,
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
|
|
..Default::default()
|
|
})
|
|
.insert(FirstPassCube)
|
|
.insert(FirstPass)
|
|
.remove::<MainPass>();
|
|
|
|
// light
|
|
// note: currently lights are shared between passes!
|
|
commands.spawn_bundle(PointLightBundle {
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
|
|
..Default::default()
|
|
});
|
|
|
|
// camera
|
|
let mut first_pass_camera = PerspectiveCameraBundle {
|
|
camera: Camera {
|
|
name: Some(FIRST_PASS_CAMERA.to_string()),
|
|
window: WindowId::new(), /* otherwise it will use main window size / aspect for
|
|
* calculation of projection matrix */
|
|
..Default::default()
|
|
},
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
|
|
.looking_at(Vec3::default(), Vec3::Y),
|
|
..Default::default()
|
|
};
|
|
active_cameras.add(FIRST_PASS_CAMERA);
|
|
|
|
let camera_projection = &mut first_pass_camera.perspective_projection;
|
|
camera_projection.update(size.width as f32, size.height as f32);
|
|
first_pass_camera.camera.projection_matrix = camera_projection.get_projection_matrix();
|
|
first_pass_camera.camera.depth_calculation = camera_projection.depth_calculation();
|
|
|
|
commands.spawn_bundle(first_pass_camera);
|
|
|
|
let texture_handle = RENDER_TEXTURE_HANDLE.typed();
|
|
|
|
let cube_size = 4.0;
|
|
let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size)));
|
|
|
|
let material_handle = materials.add(StandardMaterial {
|
|
base_color_texture: Some(texture_handle),
|
|
reflectance: 0.02,
|
|
unlit: false,
|
|
..Default::default()
|
|
});
|
|
|
|
// add entities to the world
|
|
commands
|
|
.spawn_bundle(PbrBundle {
|
|
mesh: cube_handle,
|
|
material: material_handle,
|
|
transform: Transform {
|
|
translation: Vec3::new(0.0, 0.0, 1.5),
|
|
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
|
|
..Default::default()
|
|
},
|
|
visible: Visible {
|
|
is_transparent: true,
|
|
..Default::default()
|
|
},
|
|
..Default::default()
|
|
})
|
|
.insert(MainPassCube);
|
|
|
|
commands.spawn_bundle(PerspectiveCameraBundle {
|
|
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
|
|
.looking_at(Vec3::default(), Vec3::Y),
|
|
..Default::default()
|
|
});
|
|
}
|
|
|
|
fn main() {
|
|
let mut app = App::new();
|
|
app.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(cube_rotator_system)
|
|
.add_system(rotator_system)
|
|
.run();
|
|
}
|