# Objective Fixes #11376 During the development of the exposure settings PR (#11347) all examples with lighting had to be adjusted, but three were missed or simply didn't exist yet at the time. This PR restores the brightness in those examples again: render_ui_to_texture asset_loading hot_asset_reloading All of them are a bit brighter now compared to before the exposure PR, but it looks better IMO.
		
			
				
	
	
		
			150 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to render UI to a texture. Useful for displaying UI in 3D space.
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use std::f32::consts::PI;
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use bevy::{
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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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    },
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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_systems(Startup, setup)
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        .add_systems(Update, rotator_system)
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        .run();
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}
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// Marks the cube, to which the UI texture is applied.
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#[derive(Component)]
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struct Cube;
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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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    // Light
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 500_000.0,
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            ..default()
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        },
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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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    let texture_camera = commands
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        .spawn(Camera2dBundle {
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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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            ..default()
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        })
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        .id();
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    commands
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        .spawn((
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            NodeBundle {
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                style: Style {
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                    // Cover the whole image
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                    width: Val::Percent(100.),
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                    height: Val::Percent(100.),
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                    flex_direction: FlexDirection::Column,
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                    justify_content: JustifyContent::Center,
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                    align_items: AlignItems::Center,
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                    ..default()
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                },
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                background_color: Color::GOLD.into(),
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                ..default()
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            },
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            TargetCamera(texture_camera),
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        ))
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        .with_children(|parent| {
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            parent.spawn(TextBundle::from_section(
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                "This is a cube",
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                TextStyle {
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                    font_size: 40.0,
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                    color: Color::BLACK,
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                    ..default()
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                },
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            ));
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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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    // Cube with material containing the rendered UI 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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        Cube,
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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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const ROTATION_SPEED: f32 = 0.5;
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fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
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    for mut transform in &mut query {
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        transform.rotate_x(1.0 * time.delta_seconds() * ROTATION_SPEED);
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        transform.rotate_y(0.7 * time.delta_seconds() * ROTATION_SPEED);
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    }
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}
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