# Objective - The examples use a more verbose than necessary way to initialize the image - The order of the camera doesn't need to be specified. At least I didn't see a difference in my testing ## Solution - Use `Image::new_fill()` to fill the image instead of abusing `resize()` - Remove the camera ordering
		
			
				
	
	
		
			150 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			4.7 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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    prelude::*,
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    render::{
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        render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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        view::RenderLayers,
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    },
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};
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use bevy_render::render_asset::RenderAssetUsages;
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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, (cube_rotator_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::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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    let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
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    let cube_material_handle = materials.add(StandardMaterial {
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        base_color: Color::srgb(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.clone(),
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    ));
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    // Light
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    // NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
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    // Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
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    // Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
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    commands.spawn((
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        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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        RenderLayers::layer(0).with(1),
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    ));
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    commands.spawn((
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        Camera3dBundle {
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            camera: Camera {
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                target: image_handle.clone().into(),
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                clear_color: Color::WHITE.into(),
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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(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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    // 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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