
# Objective Port bevy_ui to pipelined-rendering (see #2535 ) ## Solution I did some changes during the port: - [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406)) - [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching) Remaining features to implement to reach parity with the old renderer: - [x] textures - [X] TextBundle I'd also like to add these features, but they need some design discussion: - [x] batching - [ ] separate opaque and transparent phases - [ ] multiple windows - [ ] texture atlases - [ ] (maybe) clipping
93 lines
2.9 KiB
Rust
93 lines
2.9 KiB
Rust
use bevy::{
|
|
core::Time,
|
|
math::{Quat, Vec3},
|
|
prelude::{App, AssetServer, Commands, Component, Query, Res, Transform, With},
|
|
render2::{camera::OrthographicCameraBundle, color::Color},
|
|
text2::{HorizontalAlign, Text, Text2dBundle, TextAlignment, TextStyle, VerticalAlign},
|
|
PipelinedDefaultPlugins,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(PipelinedDefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(animate_translation)
|
|
.add_system(animate_rotation)
|
|
.add_system(animate_scale)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct AnimateTranslation;
|
|
#[derive(Component)]
|
|
struct AnimateRotation;
|
|
#[derive(Component)]
|
|
struct AnimateScale;
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
|
|
let text_style = TextStyle {
|
|
font,
|
|
font_size: 60.0,
|
|
color: Color::WHITE,
|
|
};
|
|
let text_alignment = TextAlignment {
|
|
vertical: VerticalAlign::Center,
|
|
horizontal: HorizontalAlign::Center,
|
|
};
|
|
// 2d camera
|
|
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
|
|
// Demonstrate changing translation
|
|
commands
|
|
.spawn_bundle(Text2dBundle {
|
|
text: Text::with_section("translation", text_style.clone(), text_alignment),
|
|
..Default::default()
|
|
})
|
|
.insert(AnimateTranslation);
|
|
// Demonstrate changing rotation
|
|
commands
|
|
.spawn_bundle(Text2dBundle {
|
|
text: Text::with_section("rotation", text_style.clone(), text_alignment),
|
|
..Default::default()
|
|
})
|
|
.insert(AnimateRotation);
|
|
// Demonstrate changing scale
|
|
commands
|
|
.spawn_bundle(Text2dBundle {
|
|
text: Text::with_section("scale", text_style, text_alignment),
|
|
..Default::default()
|
|
})
|
|
.insert(AnimateScale);
|
|
}
|
|
|
|
fn animate_translation(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
|
|
) {
|
|
for mut transform in query.iter_mut() {
|
|
transform.translation.x = 100.0 * time.seconds_since_startup().sin() as f32 - 400.0;
|
|
transform.translation.y = 100.0 * time.seconds_since_startup().cos() as f32;
|
|
}
|
|
}
|
|
|
|
fn animate_rotation(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
|
|
) {
|
|
for mut transform in query.iter_mut() {
|
|
transform.rotation = Quat::from_rotation_z(time.seconds_since_startup().cos() as f32);
|
|
}
|
|
}
|
|
|
|
fn animate_scale(
|
|
time: Res<Time>,
|
|
mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
|
|
) {
|
|
// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
|
|
// rendered quad, resulting in a pixellated look.
|
|
for mut transform in query.iter_mut() {
|
|
transform.translation = Vec3::new(400.0, 0.0, 0.0);
|
|
transform.scale = Vec3::splat((time.seconds_since_startup().sin() as f32 + 1.1) * 2.0);
|
|
}
|
|
}
|