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use bevy::{
prelude::App as BevyApp,
prelude::*,
render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
},
};
use kayak_ui::bevy::{BevyContext, BevyKayakUIPlugin, FontMapping, UICameraBundle};
use kayak_ui::core::{bind, render, rsx, widget, Binding, Bound, MutableBound};
use kayak_ui::widgets::{App, Text, Window};
fn main() {
BevyApp::new()
.add_plugins(DefaultPlugins)
.add_plugin(BevyKayakUIPlugin)
.add_startup_system(setup)
.add_system(cube_rotator_system)
.add_system(count_up)
.run();
}
#[derive(Clone, PartialEq)]
struct GlobalCount(pub u32);
#[widget]
fn Counter() {
let global_count = context
.query_world::<Res<Binding<GlobalCount>>, _, _>(move |global_count| global_count.clone());
context.bind(&global_count);
let global_count = global_count.get().0;
rsx! {
<>
<Window position={(50.0, 50.0)} size={(300.0, 300.0)} title={"Counter Example".to_string()}>
<Text size={32.0} content={format!("Current Count: {}", global_count).to_string()}>{}</Text>
</Window>
</>
}
}
// Marks the main pass cube, to which the texture is applied.
#[derive(Component)]
struct MainPassCube;
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut font_mapping: ResMut<FontMapping>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
let size = Extent3d {
width: 1280,
height: 720,
..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,
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
commands.spawn_bundle(UICameraBundle {
camera: Camera {
priority: -1,
target: RenderTarget::Image(image_handle.clone()),
..Camera::default()
},
..UICameraBundle::new()
});
font_mapping.set_default(asset_server.load("roboto.kayak_font"));
commands.insert_resource(bind(GlobalCount(0)));
let context = BevyContext::new(|context| {
render! {
<App>
<Counter />
</App>
}
});
commands.insert_resource(context);
// Light
// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
});
let cube_size = 4.0;
let cube_handle = meshes.add(Mesh::from(shape::Box::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()
});
// Main pass cube, with material containing the rendered first pass texture.
commands
.spawn_bundle(PbrBundle {
mesh: cube_handle,
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
rotation: Quat::from_rotation_x(-std::f32::consts::PI / 5.0),
..default()
},
..default()
})
.insert(MainPassCube);
// The main pass camera.
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..default()
});
}
/// Rotates the outer cube (main pass)
fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
for mut transform in &mut query {
transform.rotate_x(1.0 * time.delta_seconds());
transform.rotate_y(0.7 * time.delta_seconds());
}
}
fn count_up(global_count: Res<Binding<GlobalCount>>) {
global_count.set(GlobalCount(global_count.get().0 + 1));
}