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render_to_image_widget.rs
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use bevy::{
prelude::*,
render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
view::RenderLayers,
},
};
use bevy_egui::{egui::Widget, EguiContexts, EguiPlugin, EguiUserTextures};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(EguiPlugin)
.add_systems(Startup, setup)
.add_systems(Update, rotator_system)
.add_systems(Update, render_to_image_example_system)
.run();
}
// Marks the preview pass cube.
#[derive(Component)]
struct PreviewPassCube;
// Marks the main pass cube, to which the material is applied.
#[derive(Component)]
struct MainPassCube;
#[derive(Deref, Resource)]
struct CubePreviewImage(Handle<Image>);
fn setup(
mut egui_user_textures: ResMut<EguiUserTextures>,
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 {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
egui_user_textures.add_image(image_handle.clone());
commands.insert_resource(CubePreviewImage(image_handle.clone()));
let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
let default_material = StandardMaterial {
base_color: Color::srgb(0.8, 0.7, 0.6),
reflectance: 0.02,
unlit: false,
..default()
};
let preview_material_handle = materials.add(default_material.clone());
// This specifies the layer used for the preview pass, which will be attached to the preview pass camera and cube.
let preview_pass_layer = RenderLayers::layer(1);
// The cube that will be rendered to the texture.
commands
.spawn((
Mesh3d(cube_handle),
MeshMaterial3d(preview_material_handle),
Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
))
.insert(PreviewPassCube)
.insert(preview_pass_layer.clone());
// The same light is reused for both passes,
// you can specify different lights for preview and main pass by setting appropriate RenderLayers.
commands
.spawn((
PointLight::default(),
Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
))
.insert(RenderLayers::default().with(1));
commands
.spawn((
Camera3d::default(),
Camera {
// render before the "main pass" camera
order: -1,
target: RenderTarget::Image(image_handle),
clear_color: ClearColorConfig::Custom(Color::srgba(1.0, 1.0, 1.0, 0.0)),
..default()
},
Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
))
.insert(preview_pass_layer);
let cube_size = 4.0;
let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
let main_material_handle = materials.add(default_material);
// Main pass cube.
commands
.spawn((
Mesh3d(cube_handle),
MeshMaterial3d(main_material_handle),
Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..default()
},
))
.insert(MainPassCube);
// The main pass camera.
commands.spawn((
Camera3d::default(),
Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)).looking_at(Vec3::default(), Vec3::Y),
));
}
fn render_to_image_example_system(
cube_preview_image: Res<CubePreviewImage>,
preview_cube_query: Query<&MeshMaterial3d<StandardMaterial>, With<PreviewPassCube>>,
main_cube_query: Query<&MeshMaterial3d<StandardMaterial>, With<MainPassCube>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut contexts: EguiContexts,
) {
let cube_preview_texture_id = contexts.image_id(&cube_preview_image).unwrap();
let preview_material_handle = preview_cube_query.single();
let preview_material = materials.get_mut(preview_material_handle).unwrap();
let ctx = contexts.ctx_mut();
let mut apply = false;
egui::Window::new("Cube material preview").show(ctx, |ui| {
ui.image(egui::load::SizedTexture::new(
cube_preview_texture_id,
egui::vec2(300., 300.),
));
egui::Grid::new("preview").show(ui, |ui| {
ui.label("Base color:");
color_picker_widget(ui, &mut preview_material.base_color);
ui.end_row();
ui.label("Emissive:");
let mut emissive_color = Color::from(preview_material.emissive);
color_picker_widget(ui, &mut emissive_color);
preview_material.emissive = emissive_color.into();
ui.end_row();
ui.label("Perceptual roughness:");
egui::Slider::new(&mut preview_material.perceptual_roughness, 0.089..=1.0).ui(ui);
ui.end_row();
ui.label("Reflectance:");
egui::Slider::new(&mut preview_material.reflectance, 0.0..=1.0).ui(ui);
ui.end_row();
ui.label("Unlit:");
ui.checkbox(&mut preview_material.unlit, "");
ui.end_row();
});
apply = ui.button("Apply").clicked();
});
if apply {
let material_clone = preview_material.clone();
let main_material_handle = main_cube_query.single();
materials.insert(main_material_handle, material_clone);
}
}
fn color_picker_widget(ui: &mut egui::Ui, color: &mut Color) -> egui::Response {
let [r, g, b, a] = Srgba::from(*color).to_f32_array();
let mut egui_color: egui::Rgba = egui::Rgba::from_srgba_unmultiplied(
(r * 255.0) as u8,
(g * 255.0) as u8,
(b * 255.0) as u8,
(a * 255.0) as u8,
);
let res = egui::widgets::color_picker::color_edit_button_rgba(
ui,
&mut egui_color,
egui::color_picker::Alpha::Opaque,
);
let [r, g, b, a] = egui_color.to_srgba_unmultiplied();
*color = Color::srgba(
r as f32 / 255.0,
g as f32 / 255.0,
b as f32 / 255.0,
a as f32 / 255.0,
);
res
}
// Rotates the cubes.
#[allow(clippy::type_complexity)]
fn rotator_system(
time: Res<Time>,
mut query: Query<&mut Transform, Or<(With<PreviewPassCube>, With<MainPassCube>)>>,
) {
for mut transform in &mut query {
transform.rotate_x(1.5 * time.delta_secs());
transform.rotate_z(1.3 * time.delta_secs());
}
}