# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
		
			
				
	
	
		
			162 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to render to a texture. Useful for mirrors, UI, or exporting images.
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use std::f32::consts::PI;
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use bevy::{
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    core_pipeline::clear_color::ClearColorConfig,
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    prelude::*,
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    render::{
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        camera::RenderTarget,
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        render_resource::{
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            Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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        },
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        view::RenderLayers,
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    },
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};
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fn main() {
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    App::new()
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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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        .run();
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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 images: ResMut<Assets<Image>>,
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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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            view_formats: &[],
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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.add(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.spawn((
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        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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        FirstPassCube,
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        first_pass_layer,
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    ));
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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(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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    commands.spawn((
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        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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                // render before the "main pass" camera
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                order: -1,
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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::ZERO, Vec3::Y),
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            ..default()
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        },
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        first_pass_layer,
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    ));
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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(image_handle),
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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.spawn((
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        PbrBundle {
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            mesh: cube_handle,
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            material: material_handle,
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            transform: Transform::from_xyz(0.0, 0.0, 1.5)
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                .with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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            ..default()
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        },
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        MainPassCube,
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    ));
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    // The main pass camera.
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, 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 &mut query {
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        transform.rotate_x(1.5 * time.delta_seconds());
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        transform.rotate_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 &mut query {
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        transform.rotate_x(1.0 * time.delta_seconds());
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        transform.rotate_y(0.7 * time.delta_seconds());
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    }
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}
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