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use bevy::{
prelude::*,
render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
},
};
use kayak_ui::{
prelude::{widgets::*, *},
CameraUIKayak,
};
// Marks the main pass cube, to which the texture is applied.
#[derive(Component)]
struct MainPassCube;
#[derive(Component)]
struct MainUI;
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fn startup(
mut commands: Commands,
mut font_mapping: ResMut<FontMapping>,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
font_mapping.set_default(asset_server.load("roboto.kayak_font"));
let size = Extent3d {
width: 1024,
height: 1024,
..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);
let mut widget_context = KayakRootContext::new();
widget_context.add_plugin(KayakWidgetsContextPlugin);
let parent_id = None;
rsx! {
<KayakAppBundle
styles={KStyle {
padding: Edge::new(
Units::Stretch(1.0),
Units::Stretch(0.0),
Units::Stretch(1.0),
Units::Stretch(0.0),
).into(),
..Default::default()
}}
>
<TextWidgetBundle
text={TextProps {
size: 150.0,
content: "Hello Cube!".into(),
alignment: Alignment::Middle,
..Default::default()
}}
/>
</KayakAppBundle>
commands.spawn(UICameraBundle {
camera: Camera {
priority: -1,
target: RenderTarget::Image(image_handle.clone()),
..Camera::default()
},
camera_ui: CameraUIKayak {
clear_color: bevy::core_pipeline::clear_color::ClearColorConfig::Default,
},
..UICameraBundle::new(widget_context)
});
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// Setup 3D scene
// Light
commands.spawn(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(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(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))
.looking_at(Vec3::default(), Vec3::Y),
..default()
});
// Spawn another UI in 2D space!
let mut widget_context = KayakRootContext::new();
widget_context.add_plugin(KayakWidgetsContextPlugin);
let parent_id = None;
rsx! {
<KayakAppBundle>
<TextWidgetBundle
text={TextProps {
size: 100.0,
content: "Hello World!".into(),
..Default::default()
}}
/>
</KayakAppBundle>
commands.spawn((UICameraBundle::new(widget_context), MainUI));
}
/// 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 depsawn_ui(
mut commands: Commands,
keyboard_input: Res<Input<KeyCode>>,
ui_query: Query<(Entity, &KayakRootContext), With<MainUI>>,
) {
if keyboard_input.pressed(KeyCode::Escape) {
if let Ok((entity, _)) = ui_query.get_single() {
commands.entity(entity).despawn_descendants();
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(KayakContextPlugin)
.add_plugin(KayakWidgets)
.add_startup_system(startup)
.add_system(cube_rotator_system)
.add_system(depsawn_ui)