
# Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
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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use std::f32::consts::PI;
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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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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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// 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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// 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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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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// 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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// fill image.data with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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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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// 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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// 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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// 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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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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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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// 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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// 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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// 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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/// 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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/// 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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