189 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			189 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A custom post processing effect, using two cameras, with one reusing the render texture of the first one.
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//! Here a chromatic aberration is applied to a 3d scene containing a rotating cube.
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//! This example is useful to implement your own post-processing effect such as
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//! edge detection, blur, pixelization, vignette... and countless others.
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use bevy::{
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    core_pipeline::clear_color::ClearColorConfig,
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    prelude::*,
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    reflect::TypeUuid,
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    render::{
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        camera::RenderTarget,
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        render_resource::{
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            AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
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            TextureUsages,
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        },
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        texture::BevyDefault,
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        view::RenderLayers,
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    },
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    sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
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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_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
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        .add_systems(Startup, setup)
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        .add_systems(Update, main_camera_cube_rotator_system)
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        .run();
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}
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/// Marks the first camera cube (rendered to a texture.)
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#[derive(Component)]
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struct MainCube;
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fn setup(
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    mut commands: Commands,
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    windows: Query<&Window>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
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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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    // This assumes we only have a single window
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    let window = windows.single();
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    let size = Extent3d {
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        width: window.resolution.physical_width(),
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        height: window.resolution.physical_height(),
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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::bevy_default(),
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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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    // 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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        MainCube,
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    ));
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    // Light
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    // NOTE: Currently lights are ignoring render layers - 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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    // Main camera, first to render
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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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                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::default(), Vec3::Y),
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            ..default()
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        },
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        // Disable UI rendering for the first pass camera. This prevents double rendering of UI at
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        // the cost of rendering the UI without any post processing effects.
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        UiCameraConfig { show_ui: false },
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    ));
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    // This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
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    let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
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    let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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        size.width as f32,
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        size.height as f32,
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    ))));
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    // This material has the texture that has been rendered.
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    let material_handle = post_processing_materials.add(PostProcessingMaterial {
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        source_image: image_handle,
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    });
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    // Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
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    commands.spawn((
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        MaterialMesh2dBundle {
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            mesh: quad_handle.into(),
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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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                ..default()
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            },
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            ..default()
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        },
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        post_processing_pass_layer,
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    ));
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    // The post-processing pass camera.
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    commands.spawn((
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        Camera2dBundle {
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            camera: Camera {
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                // renders after the first main camera which has default value: 0.
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                order: 1,
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                ..default()
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            },
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            ..Camera2dBundle::default()
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        },
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        post_processing_pass_layer,
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    ));
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}
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/// Rotates the cube rendered by the main camera
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fn main_camera_cube_rotator_system(
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    time: Res<Time>,
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    mut query: Query<&mut Transform, With<MainCube>>,
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) {
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    for mut transform in &mut query {
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        transform.rotate_x(0.55 * time.delta_seconds());
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        transform.rotate_z(0.15 * time.delta_seconds());
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    }
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}
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// Region below declares of the custom material handling post processing effect
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/// Our custom post processing material
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#[derive(AsBindGroup, TypeUuid, Clone)]
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#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
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struct PostProcessingMaterial {
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    /// In this example, this image will be the result of the main camera.
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    #[texture(0)]
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    #[sampler(1)]
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    source_image: Handle<Image>,
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}
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impl Material2d for PostProcessingMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_material_chromatic_aberration.wgsl".into()
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    }
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}
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