 de004da8d5
			
		
	
	
		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			161 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to render to a texture. Useful for mirrors, UI, or exporting images.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     prelude::*,
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|     render::{
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     // fill image.data with zeroes
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|     image.resize(size);
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| 
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|     let image_handle = images.add(image);
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| 
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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: LegacyColor::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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| 
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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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| 
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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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| 
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|     // Light
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|     // NOTE: we add the light to all 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::all(),
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|     ));
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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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|                 // render before the "main pass" camera
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|                 order: -1,
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|                 target: image_handle.clone().into(),
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|                 clear_color: LegacyColor::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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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