 4847f7e3ad
			
		
	
	
		4847f7e3ad
		
	
	
	
	
		
			
			Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 
Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
	
			
		
			
				
	
	
		
			258 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			258 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A custom post processing effect, using two cameras, with one reusing the render texture of the first one.
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| //! Here a chromatic aberration is applied to a 3d scene containting a rotating cube.
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| //! This example is useful to implement your own post-processing effect such as
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| //! edge detection, blur, pixelization, vignette... and countless others.
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| 
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| use bevy::{
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|     core_pipeline::clear_color::ClearColorConfig,
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|     ecs::system::{lifetimeless::SRes, SystemParamItem},
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|     prelude::*,
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|     reflect::TypeUuid,
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|     render::{
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|         camera::{Camera, RenderTarget},
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|         render_asset::{PrepareAssetError, RenderAsset, RenderAssets},
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|         render_resource::{
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|             BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout,
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|             BindGroupLayoutDescriptor, BindGroupLayoutEntry, BindingResource, BindingType,
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|             Extent3d, SamplerBindingType, ShaderStages, TextureDescriptor, TextureDimension,
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|             TextureFormat, TextureSampleType, TextureUsages, TextureViewDimension,
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|         },
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|         renderer::RenderDevice,
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|         view::RenderLayers,
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|     },
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|     sprite::{Material2d, Material2dPipeline, Material2dPlugin, MaterialMesh2dBundle},
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| };
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| 
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| fn main() {
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|     let mut app = App::new();
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|     app.add_plugins(DefaultPlugins)
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|         .add_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
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|         .add_startup_system(setup)
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|         .add_system(main_camera_cube_rotator_system);
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| 
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|     app.run();
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| }
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| 
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| /// Marks the first camera cube (rendered to a texture.)
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| #[derive(Component)]
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| struct MainCube;
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut windows: ResMut<Windows>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
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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 window = windows.get_primary_mut().unwrap();
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|     let size = Extent3d {
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|         width: window.physical_width(),
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|         height: window.physical_height(),
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|         ..default()
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|     };
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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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| 
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|     // fill image.data with zeroes
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|     image.resize(size);
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| 
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|     let image_handle = images.add(image);
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| 
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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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| 
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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(MainCube);
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| 
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|     // Light
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|     // NOTE: Currently lights are ignoring render layers - 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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| 
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|     // Main camera, first to render
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|     commands.spawn_bundle(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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|             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::default(), Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
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|     let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
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| 
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|     let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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|         size.width as f32,
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|         size.height as f32,
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|     ))));
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| 
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|     // This material has the texture that has been rendered.
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|     let material_handle = post_processing_materials.add(PostProcessingMaterial {
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|         source_image: image_handle,
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|     });
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| 
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|     // Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
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|     commands
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|         .spawn_bundle(MaterialMesh2dBundle {
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|             mesh: quad_handle.into(),
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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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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .insert(post_processing_pass_layer);
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| 
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|     // The post-processing pass camera.
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|     commands
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|         .spawn_bundle(Camera2dBundle {
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|             camera: Camera {
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|                 // renders after the first main camera which has default value: 0.
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|                 priority: 1,
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|                 ..default()
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|             },
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|             ..Camera2dBundle::default()
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|         })
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|         .insert(post_processing_pass_layer);
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| }
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| 
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| /// Rotates the cube rendered by the main camera
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| fn main_camera_cube_rotator_system(
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<MainCube>>,
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| ) {
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|     for mut transform in &mut query {
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|         transform.rotate_x(0.55 * time.delta_seconds());
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|         transform.rotate_z(0.15 * time.delta_seconds());
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|     }
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| }
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| 
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| // Region below declares of the custom material handling post processing effect
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| 
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| /// Our custom post processing material
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| #[derive(TypeUuid, Clone)]
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| #[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
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| struct PostProcessingMaterial {
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|     /// In this example, this image will be the result of the main camera.
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|     source_image: Handle<Image>,
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| }
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| 
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| struct PostProcessingMaterialGPU {
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|     bind_group: BindGroup,
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| }
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| 
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| impl Material2d for PostProcessingMaterial {
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|     fn bind_group(material: &PostProcessingMaterialGPU) -> &BindGroup {
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|         &material.bind_group
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|     }
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| 
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|     fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
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|         render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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|             label: None,
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|             entries: &[
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|                 BindGroupLayoutEntry {
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|                     binding: 0,
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|                     visibility: ShaderStages::FRAGMENT,
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|                     ty: BindingType::Texture {
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|                         multisampled: false,
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|                         view_dimension: TextureViewDimension::D2,
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|                         sample_type: TextureSampleType::Float { filterable: true },
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|                     },
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|                     count: None,
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|                 },
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|                 BindGroupLayoutEntry {
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|                     binding: 1,
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|                     visibility: ShaderStages::FRAGMENT,
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|                     ty: BindingType::Sampler(SamplerBindingType::Filtering),
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|                     count: None,
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|                 },
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|             ],
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|         })
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|     }
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| 
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|     fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
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|         asset_server.watch_for_changes().unwrap();
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|         Some(asset_server.load("shaders/custom_material_chromatic_aberration.wgsl"))
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|     }
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| }
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| 
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| impl RenderAsset for PostProcessingMaterial {
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|     type ExtractedAsset = PostProcessingMaterial;
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|     type PreparedAsset = PostProcessingMaterialGPU;
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|     type Param = (
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|         SRes<RenderDevice>,
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|         SRes<Material2dPipeline<PostProcessingMaterial>>,
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|         SRes<RenderAssets<Image>>,
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|     );
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| 
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|     fn prepare_asset(
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|         extracted_asset: PostProcessingMaterial,
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|         (render_device, pipeline, images): &mut SystemParamItem<Self::Param>,
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|     ) -> Result<PostProcessingMaterialGPU, PrepareAssetError<PostProcessingMaterial>> {
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|         let (view, sampler) = if let Some(result) = pipeline
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|             .mesh2d_pipeline
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|             .get_image_texture(images, &Some(extracted_asset.source_image.clone()))
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|         {
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|             result
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|         } else {
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|             return Err(PrepareAssetError::RetryNextUpdate(extracted_asset));
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|         };
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| 
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|         let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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|             label: None,
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|             layout: &pipeline.material2d_layout,
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|             entries: &[
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|                 BindGroupEntry {
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|                     binding: 0,
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|                     resource: BindingResource::TextureView(view),
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|                 },
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|                 BindGroupEntry {
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|                     binding: 1,
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|                     resource: BindingResource::Sampler(sampler),
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|                 },
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|             ],
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|         });
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|         Ok(PostProcessingMaterialGPU { bind_group })
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|     }
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| 
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|     fn extract_asset(&self) -> PostProcessingMaterial {
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|         self.clone()
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|     }
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| }
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