 99e689cfd2
			
		
	
	
		99e689cfd2
		
	
	
	
	
		
			
			# Objective
- Coming from 7a596f1910 (r876310734)
- Simplify the examples regarding addition of `Msaa` Resource with default value.
## Solution
- Remove addition of `Msaa` Resource with default value from examples,
		
	
			
		
			
				
	
	
		
			251 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			251 lines
		
	
	
		
			8.3 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 bevy::{
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|     core_pipeline::{
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|         draw_3d_graph, node, AlphaMask3d, Opaque3d, RenderTargetClearColors, Transparent3d,
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|     },
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|     prelude::*,
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|     render::{
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|         camera::{ActiveCamera, Camera, CameraTypePlugin, RenderTarget},
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|         render_graph::{Node, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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|         render_phase::RenderPhase,
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|         render_resource::{
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|             Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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|         },
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|         renderer::RenderContext,
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|         view::RenderLayers,
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|         RenderApp, RenderStage,
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|     },
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| };
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| 
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| #[derive(Component, Default)]
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| pub struct FirstPassCamera;
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| 
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| // The name of the final node of the first pass.
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| pub const FIRST_PASS_DRIVER: &str = "first_pass_driver";
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| 
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| fn main() {
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|     let mut app = App::new();
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|     app.add_plugins(DefaultPlugins)
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|         .add_plugin(CameraTypePlugin::<FirstPassCamera>::default())
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|         .add_startup_system(setup)
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|         .add_system(cube_rotator_system)
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|         .add_system(rotator_system);
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| 
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|     let render_app = app.sub_app_mut(RenderApp);
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|     let driver = FirstPassCameraDriver::new(&mut render_app.world);
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|     // This will add 3D render phases for the new camera.
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|     render_app.add_system_to_stage(RenderStage::Extract, extract_first_pass_camera_phases);
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| 
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|     let mut graph = render_app.world.resource_mut::<RenderGraph>();
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| 
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|     // Add a node for the first pass.
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|     graph.add_node(FIRST_PASS_DRIVER, driver);
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| 
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|     // The first pass's dependencies include those of the main pass.
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|     graph
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|         .add_node_edge(node::MAIN_PASS_DEPENDENCIES, FIRST_PASS_DRIVER)
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|         .unwrap();
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| 
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|     // Insert the first pass node: CLEAR_PASS_DRIVER -> FIRST_PASS_DRIVER -> MAIN_PASS_DRIVER
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|     graph
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|         .add_node_edge(node::CLEAR_PASS_DRIVER, FIRST_PASS_DRIVER)
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|         .unwrap();
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|     graph
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|         .add_node_edge(FIRST_PASS_DRIVER, node::MAIN_PASS_DRIVER)
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|         .unwrap();
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|     app.run();
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| }
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| 
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| // Add 3D render phases for FIRST_PASS_CAMERA.
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| fn extract_first_pass_camera_phases(
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|     mut commands: Commands,
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|     active: Res<ActiveCamera<FirstPassCamera>>,
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| ) {
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|     if let Some(entity) = active.get() {
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|         commands.get_or_spawn(entity).insert_bundle((
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|             RenderPhase::<Opaque3d>::default(),
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|             RenderPhase::<AlphaMask3d>::default(),
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|             RenderPhase::<Transparent3d>::default(),
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|         ));
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|     }
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| }
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| 
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| // A node for the first pass camera that runs draw_3d_graph with this camera.
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| struct FirstPassCameraDriver {
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|     query: QueryState<Entity, With<FirstPassCamera>>,
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| }
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| 
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| impl FirstPassCameraDriver {
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|     pub fn new(render_world: &mut World) -> Self {
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|         Self {
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|             query: QueryState::new(render_world),
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|         }
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|     }
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| }
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| impl Node for FirstPassCameraDriver {
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|     fn update(&mut self, world: &mut World) {
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|         self.query.update_archetypes(world);
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|     }
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| 
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|     fn run(
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|         &self,
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|         graph: &mut RenderGraphContext,
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|         _render_context: &mut RenderContext,
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|         world: &World,
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|     ) -> Result<(), NodeRunError> {
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|         for camera in self.query.iter_manual(world) {
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|             graph.run_sub_graph(draw_3d_graph::NAME, vec![SlotValue::Entity(camera)])?;
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|         }
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|         Ok(())
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|     }
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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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|     mut clear_colors: ResMut<RenderTargetClearColors>,
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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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|         },
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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(Mesh::from(shape::Cube { size: 4.0 }));
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|     let cube_material_handle = materials.add(StandardMaterial {
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|         base_color: Color::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
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|         .spawn_bundle(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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|         .insert(FirstPassCube)
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|         .insert(first_pass_layer);
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| 
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|     // Light
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|     // NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
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|     commands.spawn_bundle(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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| 
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|     // First pass camera
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|     let render_target = RenderTarget::Image(image_handle.clone());
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|     clear_colors.insert(render_target.clone(), Color::WHITE);
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|     commands
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|         .spawn_bundle(PerspectiveCameraBundle::<FirstPassCamera> {
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|             camera: Camera {
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|                 target: render_target,
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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::default(), Vec3::Y),
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|             ..PerspectiveCameraBundle::new()
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|         })
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|         .insert(first_pass_layer);
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|     // NOTE: omitting the RenderLayers component for this camera may cause a validation error:
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|     //
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|     // thread 'main' panicked at 'wgpu error: Validation Error
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|     //
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|     //    Caused by:
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|     //        In a RenderPass
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|     //          note: encoder = `<CommandBuffer-(0, 1, Metal)>`
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|     //        In a pass parameter
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|     //          note: command buffer = `<CommandBuffer-(0, 1, Metal)>`
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|     //        Attempted to use texture (5, 1, Metal) mips 0..1 layers 0..1 as a combination of COLOR_TARGET within a usage scope.
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|     //
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|     // This happens because the texture would be written and read in the same frame, which is not allowed.
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|     // So either render layers must be used to avoid this, or the texture must be double buffered.
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| 
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|     let cube_size = 4.0;
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|     let cube_handle = meshes.add(Mesh::from(shape::Box::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
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|         .spawn_bundle(PbrBundle {
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|             mesh: cube_handle,
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|             material: material_handle,
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|             transform: Transform {
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|                 translation: Vec3::new(0.0, 0.0, 1.5),
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|                 rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .insert(MainPassCube);
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| 
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|     // The main pass camera.
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
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|             .looking_at(Vec3::default(), 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 query.iter_mut() {
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|         transform.rotation *= Quat::from_rotation_x(1.5 * time.delta_seconds());
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|         transform.rotation *= Quat::from_rotation_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 query.iter_mut() {
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|         transform.rotation *= Quat::from_rotation_x(1.0 * time.delta_seconds());
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|         transform.rotation *= Quat::from_rotation_y(0.7 * time.delta_seconds());
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|     }
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| }
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