
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
243 lines
8.5 KiB
Rust
243 lines
8.5 KiB
Rust
use bevy::{
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core_pipeline::{
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draw_3d_graph, node, AlphaMask3d, Opaque3d, RenderTargetClearColors, Transparent3d,
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},
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prelude::*,
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reflect::TypeUuid,
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render::{
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camera::{ActiveCameras, Camera, ExtractedCameraNames, RenderTarget},
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render_graph::{NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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render_phase::RenderPhase,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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renderer::RenderContext,
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view::RenderLayers,
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RenderApp, RenderStage,
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},
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};
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// This handle will point at the texture to which we will render in the first pass.
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pub const RENDER_IMAGE_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Image::TYPE_UUID, 13378939762009864029);
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// The name of the final node of the first pass.
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pub const FIRST_PASS_DRIVER: &str = "first_pass_driver";
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// The name of the camera that determines the view rendered in the first pass.
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pub const FIRST_PASS_CAMERA: &str = "first_pass_camera";
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fn main() {
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let mut app = App::new();
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app.insert_resource(Msaa { samples: 4 }) // Use 4x MSAA
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(cube_rotator_system)
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.add_system(rotator_system);
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let render_app = app.sub_app_mut(RenderApp);
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// This will add 3D render phases for the new camera.
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render_app.add_system_to_stage(RenderStage::Extract, extract_first_pass_camera_phases);
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let mut graph = render_app.world.resource_mut::<RenderGraph>();
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// Add a node for the first pass.
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graph.add_node(FIRST_PASS_DRIVER, FirstPassCameraDriver);
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// The first pass's dependencies include those of the main pass.
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graph
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.add_node_edge(node::MAIN_PASS_DEPENDENCIES, FIRST_PASS_DRIVER)
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.unwrap();
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// Insert the first pass node: CLEAR_PASS_DRIVER -> FIRST_PASS_DRIVER -> MAIN_PASS_DRIVER
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graph
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.add_node_edge(node::CLEAR_PASS_DRIVER, FIRST_PASS_DRIVER)
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.unwrap();
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graph
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.add_node_edge(FIRST_PASS_DRIVER, node::MAIN_PASS_DRIVER)
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.unwrap();
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app.run();
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}
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// Add 3D render phases for FIRST_PASS_CAMERA.
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fn extract_first_pass_camera_phases(mut commands: Commands, active_cameras: Res<ActiveCameras>) {
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if let Some(camera) = active_cameras.get(FIRST_PASS_CAMERA) {
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if let Some(entity) = camera.entity {
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commands.get_or_spawn(entity).insert_bundle((
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RenderPhase::<Opaque3d>::default(),
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RenderPhase::<AlphaMask3d>::default(),
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RenderPhase::<Transparent3d>::default(),
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));
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}
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}
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}
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// A node for the first pass camera that runs draw_3d_graph with this camera.
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struct FirstPassCameraDriver;
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impl bevy::render::render_graph::Node for FirstPassCameraDriver {
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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_render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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let extracted_cameras = world.resource::<ExtractedCameraNames>();
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if let Some(camera_3d) = extracted_cameras.entities.get(FIRST_PASS_CAMERA) {
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graph.run_sub_graph(draw_3d_graph::NAME, vec![SlotValue::Entity(*camera_3d)])?;
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}
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Ok(())
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}
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}
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// Marks the first pass cube (rendered to a texture.)
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#[derive(Component)]
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struct FirstPassCube;
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// Marks the main pass cube, to which the texture is applied.
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#[derive(Component)]
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struct MainPassCube;
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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 active_cameras: ResMut<ActiveCameras>,
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mut images: ResMut<Assets<Image>>,
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mut clear_colors: ResMut<RenderTargetClearColors>,
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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 {
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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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// fill image.data with zeroes
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image.resize(size);
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let image_handle = images.set(RENDER_IMAGE_HANDLE, image);
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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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// This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
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let first_pass_layer = RenderLayers::layer(1);
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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(FirstPassCube)
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.insert(first_pass_layer);
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// Light
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// NOTE: Currently lights are shared between passes - 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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// First pass camera
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let render_target = RenderTarget::Image(image_handle);
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clear_colors.insert(render_target.clone(), Color::WHITE);
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active_cameras.add(FIRST_PASS_CAMERA);
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commands
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.spawn_bundle(PerspectiveCameraBundle {
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camera: Camera {
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name: Some(FIRST_PASS_CAMERA.to_string()),
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target: render_target,
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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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.insert(first_pass_layer);
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// NOTE: omitting the RenderLayers component for this camera may cause a validation error:
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//
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// thread 'main' panicked at 'wgpu error: Validation Error
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//
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// Caused by:
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// In a RenderPass
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// note: encoder = `<CommandBuffer-(0, 1, Metal)>`
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// In a pass parameter
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// note: command buffer = `<CommandBuffer-(0, 1, Metal)>`
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// Attempted to use texture (5, 1, Metal) mips 0..1 layers 0..1 as a combination of COLOR_TARGET within a usage scope.
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//
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// This happens because the texture would be written and read in the same frame, which is not allowed.
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// So either render layers must be used to avoid this, or the texture must be double buffered.
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let cube_size = 4.0;
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let cube_handle = meshes.add(Mesh::from(shape::Box::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(RENDER_IMAGE_HANDLE.typed()),
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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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// Main pass cube, with material containing the rendered first pass 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: 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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rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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..default()
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},
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..default()
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})
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.insert(MainPassCube);
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// The main pass camera.
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commands.spawn_bundle(PerspectiveCameraBundle {
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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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/// Rotates the inner cube (first pass)
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<FirstPassCube>>) {
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for mut transform in query.iter_mut() {
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transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
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transform.rotation *= Quat::from_rotation_z(1.3 * time.delta_seconds());
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}
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}
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/// Rotates the outer cube (main pass)
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fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
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for mut transform in query.iter_mut() {
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transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
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transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
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}
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}
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