 6f7d0e5725
			
		
	
	
		6f7d0e5725
		
			
		
	
	
	
	
		
			
			# 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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| 
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| use std::f32::consts::PI;
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| 
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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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| 
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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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| 
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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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| 
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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::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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| 
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|     let image_handle = images.add(image);
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| 
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|     // Light
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|     commands.spawn(DirectionalLight::default());
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| 
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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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| 
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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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| 
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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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| 
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|         ..default()
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|     });
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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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| 
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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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| 
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| const ROTATION_SPEED: f32 = 0.5;
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| 
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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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