 015f2c69ca
			
		
	
	
		015f2c69ca
		
			
		
	
	
	
	
		
			
			# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			126 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			3.4 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((
 | |
|             Node {
 | |
|                 // 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()
 | |
|             },
 | |
|             BackgroundColor(GOLD.into()),
 | |
|             TargetCamera(texture_camera),
 | |
|         ))
 | |
|         .with_children(|parent| {
 | |
|             parent.spawn((
 | |
|                 Text::new("This is a cube"),
 | |
|                 TextFont {
 | |
|                     font_size: 40.0,
 | |
|                     ..default()
 | |
|                 },
 | |
|                 TextColor::BLACK,
 | |
|             ));
 | |
|         });
 | |
| 
 | |
|     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_secs() * ROTATION_SPEED);
 | |
|         transform.rotate_y(0.7 * time.delta_secs() * ROTATION_SPEED);
 | |
|     }
 | |
| }
 |