# Objective
Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.
## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.
## Testing
I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
    for mut text_color in colors.iter_mut() {
        text_color.set_changed();
    }
}
```
reports ~4fps on main, ~50fps with this PR.
## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
		
	
			
		
			
				
	
	
		
			129 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			3.6 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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    color::palettes::css::GOLD,
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    prelude::*,
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    render::{
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        camera::RenderTarget,
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        render_asset::RenderAssetUsages,
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        render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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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::new_fill(
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        size,
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        TextureDimension::D2,
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        &[0, 0, 0, 0],
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        TextureFormat::Bgra8UnormSrgb,
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        RenderAssetUsages::default(),
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    );
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    // You need to set these texture usage flags in order to use the image as a render target
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    image.texture_descriptor.usage =
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        TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
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    let image_handle = images.add(image);
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    // Light
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    commands.spawn(DirectionalLight::default());
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    let texture_camera = commands
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        .spawn((
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            Camera2d,
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            Camera {
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                target: RenderTarget::Image(image_handle.clone()),
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                ..default()
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            },
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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: 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((
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                Text::new("This is a cube"),
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                TextFont {
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                    font_size: 40.0,
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                    ..default()
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                },
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                TextColor::BLACK,
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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(Cuboid::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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        Mesh3d(cube_handle),
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        MeshMaterial3d(material_handle),
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        Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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        Cube,
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    ));
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    // The main pass camera.
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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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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