blob: 2a7a61cbde211fb67f49e124653073fa16b2f712 [file] [log] [blame] [edit]
use vello::kurbo::{Affine, Point, Rect};
use vello::peniko::{Color, Fill, LinearGradient, Stroke};
use vello::{Renderer, Scene, SceneBuilder, SceneFragment};
use bevy::{
prelude::*,
render::{
extract_component::{ExtractComponent, ExtractComponentPlugin},
render_asset::RenderAssets,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
renderer::{RenderDevice, RenderQueue},
RenderApp, RenderStage,
},
};
#[derive(Resource)]
struct VelloRenderer(Renderer);
impl FromWorld for VelloRenderer {
fn from_world(world: &mut World) -> Self {
let device = world.get_resource::<RenderDevice>().unwrap();
VelloRenderer(Renderer::new(device.wgpu_device()).unwrap())
}
}
struct VelloPlugin;
impl Plugin for VelloPlugin {
fn build(&self, app: &mut App) {
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return };
render_app.init_resource::<VelloRenderer>();
// This should probably use the render graph, but working out the dependencies there is awkward
render_app.add_system_to_stage(RenderStage::Render, render_scenes);
}
}
fn render_scenes(
mut renderer: ResMut<VelloRenderer>,
mut scenes: Query<&VelloScene>,
gpu_images: Res<RenderAssets<Image>>,
device: Res<RenderDevice>,
queue: Res<RenderQueue>,
) {
for scene in &mut scenes {
let gpu_image = gpu_images.get(&scene.1).unwrap();
renderer
.0
.render_to_texture(
device.wgpu_device(),
&*queue,
&scene.0,
&gpu_image.texture_view,
gpu_image.size.x as u32,
gpu_image.size.y as u32,
)
.unwrap();
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_system(bevy::window::close_on_esc)
.add_plugin(VelloPlugin)
.add_startup_system(setup)
.add_system(cube_rotator_system)
.add_plugin(ExtractComponentPlugin::<VelloScene>::default())
.add_system(render_fragment)
.run()
}
// Marks the main pass cube, to which the texture is applied.
#[derive(Component)]
struct MainPassCube;
#[derive(Component)]
pub struct VelloTarget(Handle<Image>);
#[derive(Component)]
// In the future, this will probably connect to the bevy heirarchy with an Affine component
pub struct VelloFragment(SceneFragment);
#[derive(Component)]
struct VelloScene(Scene, Handle<Image>);
impl ExtractComponent for VelloScene {
type Query = (&'static VelloFragment, &'static VelloTarget);
type Filter = ();
fn extract_component((fragment, target): bevy::ecs::query::QueryItem<'_, Self::Query>) -> Self {
let mut scene = Scene::default();
let mut builder = SceneBuilder::for_scene(&mut scene);
builder.append(&fragment.0, None);
builder.finish();
Self(scene, target.0.clone())
}
}
fn setup(
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::Rgba8Unorm,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::STORAGE_BINDING,
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
// Light
// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
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.clone()),
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::from_xyz(0.0, 0.0, 1.5)
.with_rotation(Quat::from_rotation_x(-std::f32::consts::PI / 5.0)),
..default()
},
MainPassCube,
));
// The main pass camera.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn((
VelloFragment(SceneFragment::default()),
VelloTarget(image_handle),
));
}
/// 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 render_fragment(mut fragment: Query<&mut VelloFragment>, mut frame: Local<usize>) {
let mut fragment = fragment.single_mut();
let mut builder = SceneBuilder::for_fragment(&mut fragment.0);
render_brush_transform(&mut builder, *frame);
*frame += 1;
}
fn render_brush_transform(sb: &mut SceneBuilder, i: usize) {
let th = (std::f64::consts::PI / 180.0) * (i as f64);
let linear = LinearGradient::new((0.0, 0.0), (0.0, 200.0)).stops([
Color::RED,
Color::GREEN,
Color::BLUE,
]);
sb.fill(
Fill::NonZero,
Affine::translate((106.0, 106.0)),
&linear,
Some(around_center(Affine::rotate(th), Point::new(150.0, 150.0))),
&Rect::from_origin_size(Point::default(), (300.0, 300.0)),
);
sb.stroke(
&Stroke::new(106.0),
Affine::IDENTITY,
&linear,
Some(around_center(
Affine::rotate(th + std::f64::consts::PI / 2.),
Point::new(176.5, 176.5),
)),
&Rect::from_origin_size(Point::new(53.0, 53.0), (406.0, 406.0)),
);
}
fn around_center(xform: Affine, center: Point) -> Affine {
Affine::translate(center.to_vec2()) * xform * Affine::translate(-center.to_vec2())
}