**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			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.
 | 
						|
 | 
						|
use std::f32::consts::PI;
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    color::palettes::css::GOLD,
 | 
						|
    prelude::*,
 | 
						|
    render::{
 | 
						|
        camera::RenderTarget,
 | 
						|
        render_asset::RenderAssetUsages,
 | 
						|
        render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
 | 
						|
    },
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, rotator_system)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
// Marks the cube, to which the UI texture is applied.
 | 
						|
#[derive(Component)]
 | 
						|
struct Cube;
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
    mut images: ResMut<Assets<Image>>,
 | 
						|
) {
 | 
						|
    let size = Extent3d {
 | 
						|
        width: 512,
 | 
						|
        height: 512,
 | 
						|
        ..default()
 | 
						|
    };
 | 
						|
 | 
						|
    // This is the texture that will be rendered to.
 | 
						|
    let mut image = Image::new_fill(
 | 
						|
        size,
 | 
						|
        TextureDimension::D2,
 | 
						|
        &[0, 0, 0, 0],
 | 
						|
        TextureFormat::Bgra8UnormSrgb,
 | 
						|
        RenderAssetUsages::default(),
 | 
						|
    );
 | 
						|
    // You need to set these texture usage flags in order to use the image as a render target
 | 
						|
    image.texture_descriptor.usage =
 | 
						|
        TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
 | 
						|
 | 
						|
    let image_handle = images.add(image);
 | 
						|
 | 
						|
    // Light
 | 
						|
    commands.spawn(DirectionalLight::default());
 | 
						|
 | 
						|
    let texture_camera = commands
 | 
						|
        .spawn((
 | 
						|
            Camera2d,
 | 
						|
            Camera {
 | 
						|
                target: RenderTarget::Image(image_handle.clone()),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
        ))
 | 
						|
        .id();
 | 
						|
 | 
						|
    commands
 | 
						|
        .spawn((
 | 
						|
            NodeBundle {
 | 
						|
                style: Style {
 | 
						|
                    // Cover the whole image
 | 
						|
                    width: Val::Percent(100.),
 | 
						|
                    height: Val::Percent(100.),
 | 
						|
                    flex_direction: FlexDirection::Column,
 | 
						|
                    justify_content: JustifyContent::Center,
 | 
						|
                    align_items: AlignItems::Center,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                background_color: GOLD.into(),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            TargetCamera(texture_camera),
 | 
						|
        ))
 | 
						|
        .with_children(|parent| {
 | 
						|
            parent.spawn((
 | 
						|
                Text::new("This is a cube"),
 | 
						|
                TextStyle {
 | 
						|
                    font_size: 40.0,
 | 
						|
                    color: Color::BLACK,
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
            ));
 | 
						|
        });
 | 
						|
 | 
						|
    let cube_size = 4.0;
 | 
						|
    let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
 | 
						|
 | 
						|
    // This material has the texture that has been rendered.
 | 
						|
    let material_handle = materials.add(StandardMaterial {
 | 
						|
        base_color_texture: Some(image_handle),
 | 
						|
        reflectance: 0.02,
 | 
						|
        unlit: false,
 | 
						|
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // Cube with material containing the rendered UI texture.
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(cube_handle),
 | 
						|
        MeshMaterial3d(material_handle),
 | 
						|
        Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
 | 
						|
        Cube,
 | 
						|
    ));
 | 
						|
 | 
						|
    // The main pass camera.
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
const ROTATION_SPEED: f32 = 0.5;
 | 
						|
 | 
						|
fn rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
 | 
						|
    for mut transform in &mut query {
 | 
						|
        transform.rotate_x(1.0 * time.delta_seconds() * ROTATION_SPEED);
 | 
						|
        transform.rotate_y(0.7 * time.delta_seconds() * ROTATION_SPEED);
 | 
						|
    }
 | 
						|
}
 |