 8ad9a7c7c4
			
		
	
	
		8ad9a7c7c4
		
	
	
	
	
		
			
			# Objective The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking. # Solution Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
		
			
				
	
	
		
			161 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			4.7 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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|         },
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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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