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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/3d/render_to_texture.rs
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//! 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::camera::RenderTarget;
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use bevy::{camera::visibility::RenderLayers, prelude::*, render::render_resource::TextureFormat};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (cube_rotator_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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// This is the texture that will be rendered to.
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let image = Image::new_target_texture(
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512,
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512,
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TextureFormat::Rgba8Unorm,
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Some(TextureFormat::Rgba8UnormSrgb),
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);
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let image_handle = images.add(image);
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let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
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let cube_material_handle = materials.add(StandardMaterial {
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base_color: Color::srgb(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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Mesh3d(cube_handle),
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MeshMaterial3d(cube_material_handle),
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Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
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FirstPassCube,
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first_pass_layer.clone(),
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));
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// Light
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// NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
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// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
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// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
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commands.spawn((
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PointLight::default(),
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Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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RenderLayers::layer(0).with(1),
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));
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commands.spawn((
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Camera3d::default(),
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Camera {
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// render before the "main pass" camera
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order: -1,
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clear_color: Color::WHITE.into(),
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..default()
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},
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RenderTarget::Image(image_handle.clone().into()),
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Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)).looking_at(Vec3::ZERO, Vec3::Y),
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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(Cuboid::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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Mesh3d(cube_handle),
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MeshMaterial3d(material_handle),
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Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
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MainPassCube,
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));
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// The main pass camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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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_secs());
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transform.rotate_z(1.3 * time.delta_secs());
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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_secs());
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transform.rotate_y(0.7 * time.delta_secs());
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}
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}
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