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		dcc03724a5
		
	
	
	
	
		
			
			# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
		
			
				
	
	
		
			162 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			4.8 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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|     core_pipeline::clear_color::ClearColorConfig,
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|     prelude::*,
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|     render::{
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|         camera::RenderTarget,
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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_startup_system(setup)
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|         .add_system(cube_rotator_system)
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|         .add_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(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.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: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
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|     commands.spawn(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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|     commands.spawn((
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|         Camera3dBundle {
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|             camera_3d: Camera3d {
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|                 clear_color: ClearColorConfig::Custom(Color::WHITE),
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|                 ..default()
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|             },
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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: RenderTarget::Image(image_handle.clone()),
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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(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.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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